OpenSceneGraph/include/osgParticle/ParticleSystemUpdater

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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.
*/
//osgParticle - Copyright (C) 2002 Marco Jez
#ifndef OSGPARTICLE_PARTICLESYSTEMUPDATER_
#define OSGPARTICLE_PARTICLESYSTEMUPDATER_ 1
#include <osgParticle/Export>
#include <osgParticle/ParticleSystem>
#include <vector>
#include <osg/ref_ptr>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Node>
#include <osg/NodeVisitor>
#include <osgUtil/CullVisitor>
namespace osgParticle
{
/** A useful node class for updating particle systems automatically.
When a <CODE>ParticleSystemUpdater</CODE> is traversed by a cull visitor, it calls the
<CODE>update()</CODE> method on the specified particle systems. You should place this updater
<U>AFTER</U> other nodes like emitters and programs.
*/
class OSGPARTICLE_EXPORT ParticleSystemUpdater: public osg::Node {
public:
ParticleSystemUpdater();
ParticleSystemUpdater(const ParticleSystemUpdater &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY);
META_Node(osgParticle,ParticleSystemUpdater);
/// Return the number of particle systems on the list.
inline int numParticleSystems() const;
/// Add a particle system to the list.
inline void addParticleSystem(ParticleSystem *ps);
/// Get a const particle system from the list.
inline const ParticleSystem *getParticleSystem(int i) const;
/// Get a particle system from the list.
inline ParticleSystem *getParticleSystem(int i);
/// Find a particle system.
inline int findParticleSystem(ParticleSystem *ps) const;
/// Remove a particle system from the list (by index).
inline void removeParticleSystem(int i);
/// Remove a particle system from the list (by pointer).
inline bool removeParticleSystem(ParticleSystem *ps);
virtual void traverse(osg::NodeVisitor &nv);
protected:
virtual ~ParticleSystemUpdater() {}
ParticleSystemUpdater &operator=(const ParticleSystemUpdater &) { return *this; }
inline virtual bool computeBound() const;
private:
typedef std::vector<osg::ref_ptr<ParticleSystem> > ParticleSystem_Vector;
ParticleSystem_Vector psv_;
double t0_;
};
// INLINE FUNCTIONS
inline bool ParticleSystemUpdater::computeBound() const
{
_bsphere.init();
_bsphere_computed = true;
return true;
}
inline int ParticleSystemUpdater::numParticleSystems() const
{
return static_cast<int>(psv_.size());
}
inline void ParticleSystemUpdater::addParticleSystem(ParticleSystem *ps)
{
psv_.push_back(ps);
}
inline const ParticleSystem *ParticleSystemUpdater::getParticleSystem(int i) const
{
return psv_[i].get();
}
inline ParticleSystem *ParticleSystemUpdater::getParticleSystem(int i)
{
return psv_[i].get();
}
inline void ParticleSystemUpdater::removeParticleSystem(int i)
{
psv_.erase(psv_.begin()+i);
}
inline int ParticleSystemUpdater::findParticleSystem(ParticleSystem *ps) const
{
ParticleSystem_Vector::const_iterator i;
int j = 0;
for (i=psv_.begin(); i!=psv_.end(); ++i, ++j) {
if (i->get() == ps) return j;
}
return -1;
}
inline bool ParticleSystemUpdater::removeParticleSystem(ParticleSystem *ps)
{
int i = findParticleSystem(ps);
if (i == -1) return false;
removeParticleSystem(i);
return true;
}
}
#endif