Added new shell of new class ConnectedParticleSystem, which will be used
for managing connect particle system for the purpose of doing missile trails etc.
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@ -147,6 +147,10 @@ SOURCE=..\..\src\osgParticle\ParticleSystem.cpp
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# Begin Source File
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SOURCE=..\..\src\osgParticle\ConnectedParticleSystem.cpp
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# Begin Source File
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SOURCE=..\..\src\osgParticle\ParticleSystemUpdater.cpp
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SOURCE=..\..\src\osgParticle\ParticleSystemUpdater.cpp
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@ -255,6 +259,10 @@ SOURCE=..\..\include\osgParticle\ParticleSystem
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SOURCE=..\..\include\osgParticle\ConnectedParticleSystem
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# Begin Source File
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SOURCE=..\..\include\osgParticle\ParticleSystemUpdater
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SOURCE=..\..\include\osgParticle\ParticleSystemUpdater
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58
include/osgParticle/ConnectedParticleSystem
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58
include/osgParticle/ConnectedParticleSystem
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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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#ifndef OSGPARTICLE_CONNECTEDPARTICLESYSTEM
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#define OSGPARTICLE_CONNECTEDPARTICLESYSTEM 1
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#include <osgParticle/ParticleSystem>
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namespace osgParticle
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{
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/** ConnectConnectedParticleSystem is a specialise ConnectedParticleSystem for effects
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* like missle trails, where the individual particles are rendered as
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* single ribbon.
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*/
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class OSGPARTICLE_EXPORT ConnectedParticleSystem: public osgParticle::ParticleSystem
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{
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public:
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ConnectedParticleSystem();
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ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, ConnectedParticleSystem);
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/// Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null).
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virtual Particle* createParticle(const Particle* ptemplate);
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/// Destroy the i-th particle.
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virtual void destroyParticle(int i);
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/// Update the particles. Don't call this directly, use a <CODE>ConnectedParticleSystemUpdater</CODE> instead.
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virtual void update(double dt);
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virtual void drawImplementation(osg::State& state) const;
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protected:
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virtual ~ConnectedParticleSystem();
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ConnectedParticleSystem& operator=(const ConnectedParticleSystem&) { return *this; }
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Particle* _startParticle;
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Particle* _lastParticleCreated;
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};
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}
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#endif
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@ -257,6 +257,10 @@ namespace osgParticle
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int _cur_tile;
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int _cur_tile;
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float _s_coord;
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float _s_coord;
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float _t_coord;
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float _t_coord;
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// previous and next Particles are only used in ConnectedParticleSystems
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Particle* _previousParticle;
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Particle* _nextParticle;
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};
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};
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// INLINE FUNCTIONS
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// INLINE FUNCTIONS
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57
src/osgParticle/ConnectedParticleSystem.cpp
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57
src/osgParticle/ConnectedParticleSystem.cpp
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@ -0,0 +1,57 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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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#include <osg/Notify>
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#include <osgParticle/ConnectedParticleSystem>
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using namespace osgParticle;
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ConnectedParticleSystem::ConnectedParticleSystem():
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_startParticle(0),
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_lastParticleCreated(0)
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{
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}
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ConnectedParticleSystem::ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop):
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ParticleSystem(copy,copyop),
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_startParticle(0),
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_lastParticleCreated(0)
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{
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// need to think about how to copy _startParticle and _lastParticleCreated...
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// should we just use indices? Should we compute offsets into the particle system?
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osg::notify(osg::NOTICE)<<"Warning: ConnectedParticleSystem copy constructor incomplete."<<std::endl;
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}
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ConnectedParticleSystem::~ConnectedParticleSystem()
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{
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}
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Particle* ConnectedParticleSystem::createParticle(const Particle* ptemplate)
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{
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return ParticleSystem::createParticle(ptemplate);
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}
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void ConnectedParticleSystem::destroyParticle(int i)
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{
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return ParticleSystem::destroyParticle(i);
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}
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void ConnectedParticleSystem::update(double dt)
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{
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ParticleSystem::update(dt);
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}
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void ConnectedParticleSystem::drawImplementation(osg::State& state) const
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{
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ParticleSystem::drawImplementation(state);
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}
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@ -16,6 +16,7 @@ CXXFILES =\
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ParticleEffect.cpp\
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ParticleEffect.cpp\
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ParticleProcessor.cpp\
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ParticleProcessor.cpp\
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ParticleSystem.cpp\
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ParticleSystem.cpp\
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ConnectedParticleSystem.cpp\
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ParticleSystemUpdater.cpp\
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ParticleSystemUpdater.cpp\
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Program.cpp\
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Program.cpp\
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Version.cpp\
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Version.cpp\
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@ -47,7 +47,9 @@ osgParticle::Particle::Particle()
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_num_tile(1),
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_num_tile(1),
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_cur_tile(-1),
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_cur_tile(-1),
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_s_coord(0.0f),
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_s_coord(0.0f),
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_t_coord(0.0f)
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_t_coord(0.0f),
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_previousParticle(0),
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_nextParticle(0)
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{
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{
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}
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}
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