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

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