/* -*-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_ANGULARACCELOPERATOR_ #define OSGPARTICLE_ANGULARACCELOPERATOR_ 1 #include #include #include #include #include #include namespace osgParticle { /** An operator class that applies a constant angular acceleration to * the particles. */ class AngularAccelOperator: public Operator { public: inline AngularAccelOperator(); inline AngularAccelOperator(const AngularAccelOperator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY); META_Object(osgParticle, AngularAccelOperator); /// Get the angular acceleration vector. inline const osg::Vec3 &getAngularAcceleration() const; /// Set the angular acceleration vector. inline void setAngularAcceleration(const osg::Vec3 &v); /// Apply the angular acceleration to a particle. Do not call this method manually. inline void operate(Particle *P, double dt); /// Perform some initializations. Do not call this method manually. inline void beginOperate(Program *prg); protected: virtual ~AngularAccelOperator() {} AngularAccelOperator &operator=(const AngularAccelOperator &) { return *this; } private: osg::Vec3 angular_accel_; osg::Vec3 xf_angular_accel_; }; // INLINE FUNCTIONS inline AngularAccelOperator::AngularAccelOperator() : Operator(), angular_accel_(0, 0, 0) { } inline AngularAccelOperator::AngularAccelOperator(const AngularAccelOperator ©, const osg::CopyOp ©op) : Operator(copy, copyop), angular_accel_(copy.angular_accel_) { } inline const osg::Vec3 &AngularAccelOperator::getAngularAcceleration() const { return angular_accel_; } inline void AngularAccelOperator::setAngularAcceleration(const osg::Vec3 &v) { angular_accel_ = v; } inline void AngularAccelOperator::operate(Particle *P, double dt) { P->addAngularVelocity(xf_angular_accel_ * dt); } inline void AngularAccelOperator::beginOperate(Program *prg) { if (prg->getReferenceFrame() == ModularProgram::RELATIVE_RF) { xf_angular_accel_ = prg->rotateLocalToWorld(angular_accel_); } else { xf_angular_accel_ = angular_accel_; } } } #endif