OpenSceneGraph/include/osgParticle/ConnectedParticleSystem

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGPARTICLE_CONNECTEDPARTICLESYSTEM
#define OSGPARTICLE_CONNECTEDPARTICLESYSTEM 1
#include <osgParticle/ParticleSystem>
namespace osgParticle
{
/** ConnectConnectedParticleSystem is a specialise ConnectedParticleSystem for effects
* like missle trails, where the individual particles are rendered as
* single ribbon.
*/
class OSGPARTICLE_EXPORT ConnectedParticleSystem: public osgParticle::ParticleSystem
{
public:
ConnectedParticleSystem();
ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Object(osgParticle, ConnectedParticleSystem);
/// Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null).
virtual Particle* createParticle(const Particle* ptemplate);
/// Reuse the i-th particle.
virtual void reuseParticle(int i);
/// Draw the connected particles as either a line or a quad strip, depending upon viewing distance. .
virtual void drawImplementation(osg::State& state) const;
protected:
virtual ~ConnectedParticleSystem();
ConnectedParticleSystem& operator=(const ConnectedParticleSystem&) { return *this; }
int _startParticle;
int _lastParticleCreated;
};
}
#endif