OpenSceneGraph/include/osgParticle/ParticleEffect
Robert Osfield ae5aefac0e Added the beginings of new osgParticle Explosion, Fire and SmokeEffects.
Added support for generation explosion, fire and smoke effects in osgsimulation
2004-05-13 22:09:23 +00:00

61 lines
2.2 KiB
C++

/* -*-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.
*/
#ifndef OSGPARTICLE_PARTICLEEFFECT
#define OSGPARTICLE_PARTICLEEFFECT
#include <osgParticle/Emitter>
#include <osgParticle/Program>
namespace osgParticle
{
class OSGPARTICLE_EXPORT ParticleEffect : public osg::Group
{
public:
ParticleEffect() {}
ParticleEffect(const ParticleEffect& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
virtual const char *libraryName() const { return "osgParticle"; }
virtual const char *className() const { return "ParticleEffect"; }
virtual bool isSameKindAs(const osg::Object *obj) const { return dynamic_cast<const ParticleEffect*>(obj) != 0; }
virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
void setEmitter(Emitter* emitter);
Emitter* getEmitter() { return _emitter.get(); }
const Emitter* getEmitter() const { return _emitter.get(); }
void setProgram(Program* program);
Program* getProgram() { return _program.get(); }
const Program* getProgram() const { return _program.get(); }
void setParticleSystem(ParticleSystem* ps);
ParticleSystem* getParticleSystem() { return _particleSystem.get(); }
const ParticleSystem* getParticleSystem() const { return _particleSystem.get(); }
virtual void buildEffect() = 0;
protected:
osg::ref_ptr<Emitter> _emitter;
osg::ref_ptr<Program> _program;
osg::ref_ptr<ParticleSystem> _particleSystem;
};
}
#endif