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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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2002-06-05 20:44:55 +08:00
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//osgParticle - Copyright (C) 2002 Marco Jez
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2005-04-29 17:47:57 +08:00
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#ifndef OSGPARTICLE_FLUIDFRICTIONOPERATOR
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#define OSGPARTICLE_FLUIDFRICTIONOPERATOR 1
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#include <osgParticle/Export>
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#include <osgParticle/Operator>
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#include <osg/CopyOp>
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#include <osg/Object>
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#include <osg/Math>
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namespace osgParticle
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{
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class Particle;
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/** An operator that simulates the friction of a fluid.
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By using this operator you can let the particles move in a fluid of a given <I>density</I>
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and <I>viscosity</I>. There are two functions to quickly setup the parameters for pure water
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and air. You can decide whether to compute the forces using the particle's physical
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radius or another value, by calling the <CODE>setOverrideRadius()</CODE> method.
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*/
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class OSGPARTICLE_EXPORT FluidFrictionOperator: public Operator {
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public:
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FluidFrictionOperator();
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FluidFrictionOperator(const FluidFrictionOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, FluidFrictionOperator);
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/// Set the density of the fluid.
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inline void setFluidDensity(float d);
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/// Get the density of the fluid.
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inline float getFluidDensity() const;
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/// Set the viscosity of the fluid.
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inline void setFluidViscosity(float v);
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/// Get the viscosity of the fluid.
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inline float getFluidViscosity() const;
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/// Set the wind vector.
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inline void setWind(const osg::Vec3& wind) { _wind = wind; }
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/// Get the wind vector.
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inline const osg::Vec3& getWind() const { return _wind; }
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/// Set the overriden radius value (pass 0 if you want to use particle's radius).
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inline void setOverrideRadius(float r);
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/// Get the overriden radius value.
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inline float getOverrideRadius() const;
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/// Set the fluid parameters as for air (20<32>C temperature).
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inline void setFluidToAir();
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/// Set the fluid parameters as for pure water (20<32>C temperature).
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inline void setFluidToWater();
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/// Apply the friction forces to a particle. Do not call this method manually.
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void operate(Particle* P, double dt);
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/// Perform some initializations. Do not call this method manually.
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inline void beginOperate(Program* prg);
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protected:
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virtual ~FluidFrictionOperator() {}
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FluidFrictionOperator &operator=(const FluidFrictionOperator &) { return *this; }
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private:
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float _coeff_A;
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float _coeff_B;
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float _density;
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float _viscosity;
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float _ovr_rad;
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osg::Vec3 _wind;
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Program* _current_program;
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};
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// INLINE FUNCTIONS
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inline float FluidFrictionOperator::getFluidDensity() const
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{
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return _density;
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}
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inline float FluidFrictionOperator::getFluidViscosity() const
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{
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return _viscosity;
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}
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inline void FluidFrictionOperator::setFluidDensity(float d)
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{
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_density = d;
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_coeff_B = 0.2f * osg::PI * _density;
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}
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inline void FluidFrictionOperator::setFluidViscosity(float v)
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{
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_viscosity = v;
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_coeff_A = 6 * osg::PI * _viscosity;
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}
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inline void FluidFrictionOperator::setFluidToAir()
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{
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setFluidViscosity(1.8e-5f);
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setFluidDensity(1.2929f);
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}
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inline void FluidFrictionOperator::setFluidToWater()
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{
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setFluidViscosity(1.002e-3f);
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setFluidDensity(1.0f);
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}
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inline float FluidFrictionOperator::getOverrideRadius() const
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{
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return _ovr_rad;
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}
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inline void FluidFrictionOperator::setOverrideRadius(float r)
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{
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_ovr_rad = r;
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}
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inline void FluidFrictionOperator::beginOperate(Program* prg)
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{
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_current_program = prg;
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}
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}
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#endif
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