OpenSceneGraph/include/osgParticle/AngularAccelOperator
2012-03-21 17:36:20 +00:00

100 lines
3.0 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 <osgParticle/ModularProgram>
#include <osgParticle/Operator>
#include <osgParticle/Particle>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Vec3>
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& copy, const osg::CopyOp& copyop = 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 _angul_araccel;
osg::Vec3 _xf_angul_araccel;
};
// INLINE FUNCTIONS
inline AngularAccelOperator::AngularAccelOperator()
: Operator(), _angul_araccel(0, 0, 0)
{
}
inline AngularAccelOperator::AngularAccelOperator(const AngularAccelOperator& copy, const osg::CopyOp& copyop)
: Operator(copy, copyop), _angul_araccel(copy._angul_araccel)
{
}
inline const osg::Vec3& AngularAccelOperator::getAngularAcceleration() const
{
return _angul_araccel;
}
inline void AngularAccelOperator::setAngularAcceleration(const osg::Vec3& v)
{
_angul_araccel = v;
}
inline void AngularAccelOperator::operate(Particle* P, double dt)
{
P->addAngularVelocity(_xf_angul_araccel * dt);
}
inline void AngularAccelOperator::beginOperate(Program *prg)
{
if (prg->getReferenceFrame() == ModularProgram::RELATIVE_RF) {
_xf_angul_araccel = prg->rotateLocalToWorld(_angul_araccel);
} else {
_xf_angul_araccel = _angul_araccel;
}
}
}
#endif