135 lines
4.5 KiB
C++
135 lines
4.5 KiB
C++
/* -*-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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//osgParticle - Copyright (C) 2002 Marco Jez
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#ifndef OSGPARTICLE_PARTICLESYSTEMUPDATER
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#define OSGPARTICLE_PARTICLESYSTEMUPDATER 1
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#include <osgParticle/Export>
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#include <osgParticle/ParticleSystem>
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#include <vector>
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#include <osg/ref_ptr>
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#include <osg/CopyOp>
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#include <osg/Object>
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#include <osg/Geode>
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#include <osg/NodeVisitor>
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#include <osgUtil/CullVisitor>
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namespace osgParticle
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{
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/** A useful node class for updating particle systems automatically.
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When a ParticleSystemUpdater is traversed by a cull visitor, it calls the
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update() method on the specified particle systems. You should place this updater
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AFTER other nodes like emitters and programs.
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*/
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class OSGPARTICLE_EXPORT ParticleSystemUpdater: public osg::Node {
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public:
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ParticleSystemUpdater();
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ParticleSystemUpdater(const ParticleSystemUpdater& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Node(osgParticle,ParticleSystemUpdater);
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/// Add a particle system to the list.
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virtual bool addParticleSystem(ParticleSystem* ps);
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/// Remove a particle system from the list (by pointer).
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virtual bool removeParticleSystem(ParticleSystem* ps);
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/// Remove a particle system(s) from the list (by index).
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virtual bool removeParticleSystem(unsigned int i, unsigned int numParticleSystemsToRemove=1);
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/// Replace ParticleSystem with another ParticleSystem.
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virtual bool replaceParticleSystem(ParticleSystem* origPS, ParticleSystem* newPS);
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/// set a particle system by index.
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virtual bool setParticleSystem( unsigned int i, ParticleSystem* ps );
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/// Return the number of particle systems on the list.
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inline unsigned int getNumParticleSystems() const;
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/// Get a particle system from the list.
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inline ParticleSystem* getParticleSystem(unsigned int i);
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/// Get a particle system from the list.
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inline const ParticleSystem* getParticleSystem(unsigned int i) const;
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/// return true if ParticleSystem is contained within ParticlsSystemUpdater.
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inline bool containsParticleSystem( const ParticleSystem* ps ) const;
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/// get index number of ParticleSystem.
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inline unsigned int getParticleSystemIndex( const ParticleSystem* ps ) const;
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virtual void traverse(osg::NodeVisitor& nv);
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virtual osg::BoundingSphere computeBound() const;
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protected:
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virtual ~ParticleSystemUpdater() {}
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ParticleSystemUpdater &operator=(const ParticleSystemUpdater &) { return *this; }
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private:
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typedef std::vector<osg::ref_ptr<ParticleSystem> > ParticleSystem_Vector;
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ParticleSystem_Vector _psv;
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double _t0;
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//added 1/17/06- bgandere@nps.edu
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//a var to keep from doing multiple updates per frame
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unsigned int _frameNumber;
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};
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// INLINE FUNCTIONS
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inline unsigned int ParticleSystemUpdater::getNumParticleSystems() const
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{
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return static_cast<int>(_psv.size());
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}
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inline ParticleSystem* ParticleSystemUpdater::getParticleSystem(unsigned int i)
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{
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return _psv[i].get();
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}
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inline const ParticleSystem* ParticleSystemUpdater::getParticleSystem(unsigned int i) const
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{
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return _psv[i].get();
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}
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inline bool ParticleSystemUpdater::containsParticleSystem( const ParticleSystem* ps ) const
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{
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for( ParticleSystem_Vector::const_iterator itr=_psv.begin();
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itr!=_psv.end();
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++itr )
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{
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if( itr->get() == ps ) return true;
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}
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return false;
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}
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inline unsigned int ParticleSystemUpdater::getParticleSystemIndex( const ParticleSystem* ps ) const
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{
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for( unsigned int particleSystemNum=0; particleSystemNum<_psv.size(); ++particleSystemNum )
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{
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if( _psv[particleSystemNum] == ps ) return particleSystemNum;
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}
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return _psv.size(); // node not found.
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}
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}
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#endif
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