OpenSceneGraph/doc/doc++/osgParticle/FluidFrictionOperator.html

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<TITLE>class OSGPARTICLE_EXPORT osgParticle::FluidFrictionOperator</TITLE>
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<H2>class OSGPARTICLE_EXPORT <A HREF="#DOC.DOCU">osgParticle::FluidFrictionOperator</A></H2></H2><BLOCKQUOTE>An operator that simulates the friction of a fluid.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="Mosg::Object,M,COperator,MOperator.html,CFluidFrictionOperator,MFluidFrictionOperator.html">
<param name=before value="M,M,M">
<param name=after value="Md_SP,Md_,M">
<param name=indent value="0,1,2">
<param name=arrowdir value="down">
</APPLET>
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.5.1">FluidFrictionOperator</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.5.2">FluidFrictionOperator</A></B>(const <!1><A HREF="FluidFrictionOperator.html#DOC.2.5.2">FluidFrictionOperator</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.5.3">META_Object</A></B>(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="FluidFrictionOperator.html">FluidFrictionOperator</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.5.4">operate</A></B>(<!1><A HREF="Particle.html">Particle</A>* P, double dt)
<DD><I>Apply the friction forces to a particle.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.5.13">getFluidDensity</A></B>() const
<DD><I>Get the density of the fluid</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.5.14">getFluidViscosity</A></B>() const
<DD><I>Get the viscosity of the fluid</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.5.15">setFluidDensity</A></B>(float d)
<DD><I>Set the density of the fluid</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.5.16">setFluidViscosity</A></B>(float v)
<DD><I>Set the viscosity of the fluid</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.5.17">setFluidToAir</A></B>()
<DD><I>Set the fluid parameters as for air (20<32>C temperature)</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.5.18">setFluidToWater</A></B>()
<DD><I>Set the fluid parameters as for pure water (20<32>C temperature)</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.5.19">getOverrideRadius</A></B>() const
<DD><I>Get the overriden radius value</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.5.20">setOverrideRadius</A></B>(float r)
<DD><I>Set the overriden radius value (pass 0 if you want to use particle's radius)</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.5.21">beginOperate</A></B>(<!1><A HREF="Program.html">Program</A>* prg)
<DD><I>Perform some initializations.</I>
</DL></P>
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<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.5.5">~FluidFrictionOperator</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="FluidFrictionOperator.html">FluidFrictionOperator</A>&amp; <B><A HREF="#DOC.2.5.6">operator=</A></B>(const <!1><A HREF="FluidFrictionOperator.html">FluidFrictionOperator</A> &amp;)
</DL></P>
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<HR><H3>Inherited from <A HREF="Operator.html">Operator</A>:</H3>
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<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>libraryName</B>() const
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>className</B>() const
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>isSameKindAs</B>(const osg::Object* obj) const
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>endOperate</B>()
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<IMG ALT="o" SRC=icon2.gif>inline bool <B>isEnabled</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline void <B>setEnabled</B>(bool v)
</DL></P>
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<A NAME="DOC.DOCU"></A>
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<H2>Documentation</H2>
<BLOCKQUOTE>An operator that simulates the friction of a fluid.
By using this operator you can let the particles move in a fluid of a given <I>density</I>
and <I>viscosity</I>. There are two functions to quickly setup the parameters for pure water
and air. You can decide whether to compute the forces using the particle's physical
radius or another value, by calling the <CODE>setOverrideRadius()</CODE> method.</BLOCKQUOTE>
<DL>
<A NAME="FluidFrictionOperator"></A>
<A NAME="DOC.2.5.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FluidFrictionOperator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FluidFrictionOperator"></A>
<A NAME="DOC.2.5.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FluidFrictionOperator(const <!1><A HREF="FluidFrictionOperator.html#DOC.2.5.2">FluidFrictionOperator</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="META_Object"></A>
<A NAME="DOC.2.5.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Object(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="FluidFrictionOperator.html">FluidFrictionOperator</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operate"></A>
<A NAME="DOC.2.5.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void operate(<!1><A HREF="Particle.html">Particle</A>* P, double dt)</B></TT>
<DD>Apply the friction forces to a particle. Do not call this method manually.
<DL><DT><DD></DL><P>
<A NAME="~FluidFrictionOperator"></A>
<A NAME="DOC.2.5.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~FluidFrictionOperator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator="></A>
<A NAME="DOC.2.5.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="FluidFrictionOperator.html">FluidFrictionOperator</A>&amp; operator=(const <!1><A HREF="FluidFrictionOperator.html">FluidFrictionOperator</A> &amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFluidDensity"></A>
<A NAME="DOC.2.5.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getFluidDensity() const </B></TT>
<DD>Get the density of the fluid
<DL><DT><DD></DL><P>
<A NAME="getFluidViscosity"></A>
<A NAME="DOC.2.5.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getFluidViscosity() const </B></TT>
<DD>Get the viscosity of the fluid
<DL><DT><DD></DL><P>
<A NAME="setFluidDensity"></A>
<A NAME="DOC.2.5.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFluidDensity(float d)</B></TT>
<DD>Set the density of the fluid
<DL><DT><DD></DL><P>
<A NAME="setFluidViscosity"></A>
<A NAME="DOC.2.5.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFluidViscosity(float v)</B></TT>
<DD>Set the viscosity of the fluid
<DL><DT><DD></DL><P>
<A NAME="setFluidToAir"></A>
<A NAME="DOC.2.5.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFluidToAir()</B></TT>
<DD>Set the fluid parameters as for air (20<32>C temperature)
<DL><DT><DD></DL><P>
<A NAME="setFluidToWater"></A>
<A NAME="DOC.2.5.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFluidToWater()</B></TT>
<DD>Set the fluid parameters as for pure water (20<32>C temperature)
<DL><DT><DD></DL><P>
<A NAME="getOverrideRadius"></A>
<A NAME="DOC.2.5.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getOverrideRadius() const </B></TT>
<DD>Get the overriden radius value
<DL><DT><DD></DL><P>
<A NAME="setOverrideRadius"></A>
<A NAME="DOC.2.5.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setOverrideRadius(float r)</B></TT>
<DD>Set the overriden radius value (pass 0 if you want to use particle's radius)
<DL><DT><DD></DL><P>
<A NAME="beginOperate"></A>
<A NAME="DOC.2.5.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void beginOperate(<!1><A HREF="Program.html">Program</A>* prg)</B></TT>
<DD>Perform some initializations. Do not call this method manually.
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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