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OpenSceneGraph/include/osgParticle/SegmentPlacer

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/* -*-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_SEGMENT_PLACER
#define OSGPARTICLE_SEGMENT_PLACER 1
#include <osgParticle/Placer>
#include <osgParticle/Particle>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Vec3>
namespace osgParticle {
/** A segment-shaped particle placer.
To use this placer you have to define a segment, by setting its two vertices (<B>A</B> and <B>B</B>);
when an emitter requests a <CODE>SegmentPlacer</CODE> to place a particle, the position is chosen randomly
within that segment.
*/
class SegmentPlacer: public Placer {
public:
inline SegmentPlacer();
inline SegmentPlacer(const SegmentPlacer& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Object(osgParticle, SegmentPlacer);
/// get vertex <B>A</B>.
inline const osg::Vec3& getVertexA() const;
/// Set vertex <B>A</B> of the segment as a vector.
inline void setVertexA(const osg::Vec3& v);
/// Set vertex <B>A</B> of the segment as three floats.
inline void setVertexA(float x, float y, float z);
/// get vertex <B>B</B>.
inline const osg::Vec3& getVertexB() const;
/// Set vertex <B>B</B> of the segment as a vector.
inline void setVertexB(const osg::Vec3& v);
/// Set vertex <B>B</B> of the segment as three floats.
inline void setVertexB(float x, float y, float z);
/// Set both vertices.
inline void setSegment(const osg::Vec3& A, const osg::Vec3& B);
/// Place a particle. This method is called by <CODE>ModularEmitter</CODE>, do not call it manually.
inline void place(Particle* P) const;
/// return the length of the segment
inline float volume() const;
/// return the control position
inline osg::Vec3 getControlPosition() const;
protected:
virtual ~SegmentPlacer() {}
SegmentPlacer& operator=(const SegmentPlacer&) { return *this; }
private:
osg::Vec3 _vertexA;
osg::Vec3 _vertexB;
};
// INLINE FUNCTIONS
inline SegmentPlacer::SegmentPlacer()
: Placer(), _vertexA(-1, 0, 0), _vertexB(1, 0, 0)
{
}
inline SegmentPlacer::SegmentPlacer(const SegmentPlacer& copy, const osg::CopyOp& copyop)
: Placer(copy, copyop), _vertexA(copy._vertexA), _vertexB(copy._vertexB)
{
}
inline const osg::Vec3& SegmentPlacer::getVertexA() const
{
return _vertexA;
}
inline const osg::Vec3& SegmentPlacer::getVertexB() const
{
return _vertexB;
}
inline void SegmentPlacer::setSegment(const osg::Vec3& A, const osg::Vec3& B)
{
_vertexA = A;
_vertexB = B;
}
inline void SegmentPlacer::place(Particle* P) const
{
P->setPosition(rangev3(_vertexA, _vertexB).get_random());
}
inline float SegmentPlacer::volume() const
{
return (_vertexB - _vertexA).length();
}
inline void SegmentPlacer::setVertexA(const osg::Vec3& v)
{
_vertexA = v;
}
inline void SegmentPlacer::setVertexA(float x, float y, float z)
{
_vertexA.set(x, y, z);
}
inline void SegmentPlacer::setVertexB(const osg::Vec3& v)
{
_vertexB = v;
}
inline void SegmentPlacer::setVertexB(float x, float y, float z)
{
_vertexB.set(x, y, z);
}
inline osg::Vec3 SegmentPlacer::getControlPosition() const
{
return (_vertexA+_vertexB)*0.5f;
}
}
#endif