OpenSceneGraph/include/osgParticle/ParticleSystemUpdater
Robert Osfield 12226e4371 Converted the instances of const built in types being returned from methods
and passed as paramters into straight forward non const built in types,
i.e. const bool foogbar(const int) becomes bool foobar(int).
2002-09-02 12:31:35 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
//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/Node>
#include <osg/NodeVisitor>
#include <osgUtil/CullVisitor>
namespace osgParticle
{
/** A useful node class for updating particle systems automatically.
When a <CODE>ParticleSystemUpdater</CODE> is traversed by a cull visitor, it calls the
<CODE>update()</CODE> method on the specified particle systems. You should place this updater
<U>AFTER</U> 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);
/// Return the number of particle systems on the list.
inline int numParticleSystems() const;
/// Add a particle system to the list.
inline void addParticleSystem(ParticleSystem *ps);
/// Get a const particle system from the list.
inline const ParticleSystem *getParticleSystem(int i) const;
/// Get a particle system from the list.
inline ParticleSystem *getParticleSystem(int i);
/// Find a particle system.
inline int findParticleSystem(ParticleSystem *ps) const;
/// Remove a particle system from the list (by index).
inline void removeParticleSystem(int i);
/// Remove a particle system from the list (by pointer).
inline bool removeParticleSystem(ParticleSystem *ps);
virtual void traverse(osg::NodeVisitor &nv);
protected:
virtual ~ParticleSystemUpdater() {}
ParticleSystemUpdater &operator=(const ParticleSystemUpdater &) { return *this; }
inline virtual bool computeBound() const;
private:
typedef std::vector<osg::ref_ptr<ParticleSystem> > ParticleSystem_Vector;
ParticleSystem_Vector psv_;
double t0_;
};
// INLINE FUNCTIONS
inline bool ParticleSystemUpdater::computeBound() const
{
_bsphere.init();
_bsphere_computed = true;
return true;
}
inline int ParticleSystemUpdater::numParticleSystems() const
{
return static_cast<int>(psv_.size());
}
inline void ParticleSystemUpdater::addParticleSystem(ParticleSystem *ps)
{
psv_.push_back(ps);
}
inline const ParticleSystem *ParticleSystemUpdater::getParticleSystem(int i) const
{
return psv_[i].get();
}
inline ParticleSystem *ParticleSystemUpdater::getParticleSystem(int i)
{
return psv_[i].get();
}
inline void ParticleSystemUpdater::removeParticleSystem(int i)
{
psv_.erase(psv_.begin()+i);
}
inline int ParticleSystemUpdater::findParticleSystem(ParticleSystem *ps) const
{
ParticleSystem_Vector::const_iterator i;
int j = 0;
for (i=psv_.begin(); i!=psv_.end(); ++i, ++j) {
if (i->get() == ps) return j;
}
return -1;
}
inline bool ParticleSystemUpdater::removeParticleSystem(ParticleSystem *ps)
{
int i = findParticleSystem(ps);
if (i == -1) return false;
removeParticleSystem(i);
return true;
}
}
#endif