316 lines
9.9 KiB
C++
316 lines
9.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_PARTICLEPROCESSOR_
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#define OSGPARTICLE_PARTICLEPROCESSOR_ 1
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#include <osgParticle/Export>
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#include <osgParticle/ParticleSystem>
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#include <osg/ref_ptr>
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#include <osg/Object>
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#include <osg/Transform>
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#include <osg/NodeVisitor>
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#include <osg/CopyOp>
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#include <osg/Vec3>
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#include <osg/Matrix>
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namespace osgParticle
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{
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/** A common base interface for those classes which need to do something on particles. Such classes
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are, for example, <CODE>Emitter</CODE> (particle generation) and <CODE>Program</CODE> (particle animation).
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This class holds some properties, like a <I>reference frame</I> and a reference to a <CODE>ParticleSystem<CODE>;
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descendant classes should process the particles taking into account the reference frame, computing the right
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transformations when needed.
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*/
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class OSGPARTICLE_EXPORT ParticleProcessor: public osg::Node {
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public:
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enum ReferenceFrame {
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RELATIVE_RF,
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ABSOLUTE_RF
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#ifdef USE_DEPRECATED_API
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,
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RELATIVE_RF_TO_PARENTS=RELATIVE_RF,
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RELATIVE_RF_TO_ABSOLUTE=ABSOLUTE_RF,
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#endif
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};
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ParticleProcessor();
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ParticleProcessor(const ParticleProcessor ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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virtual const char *libraryName() const { return "osgParticle"; }
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virtual const char *className() const { return "ParticleProcessor"; }
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virtual bool isSameKindAs(const osg::Object *obj) const { return dynamic_cast<const ParticleProcessor*>(obj) != 0; }
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virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
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/// Get the reference frame.
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inline ReferenceFrame getReferenceFrame() const;
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/// Set the reference frame.
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inline void setReferenceFrame(ReferenceFrame rf);
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/// Get whether this processor is enabled or not.
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inline bool isEnabled() const;
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/// Set whether this processor is enabled or not.
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inline void setEnabled(bool v);
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/// Get a pointer to the destination particle system.
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inline ParticleSystem *getParticleSystem();
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/// Get a const pointer to the destination particle system.
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inline const ParticleSystem *getParticleSystem() const;
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/// Set the destination particle system.
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inline void setParticleSystem(ParticleSystem *ps);
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/// Set the endless flag of this processor.
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inline void setEndless(bool type);
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/// Check whether this processor is endless.
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inline bool isEndless() const;
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/// Set the lifetime of this processor.
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inline void setLifeTime(double t);
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/// Get the lifetime of this processor.
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inline double getLifeTime() const;
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/// Set the start time of this processor.
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inline void setStartTime(double t);
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/// Get the start time of this processor.
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inline double getStartTime() const;
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/// Set the current time of this processor.
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inline void setCurrentTime(double t);
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/// Get the current time of this processor.
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inline double getCurrentTime() const;
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/// Set the reset time of this processor. A value of 0 disables reset.
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inline void setResetTime(double t);
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/// Get the reset time of this processor.
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inline double getResetTime() const;
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/**
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Check whether the processor is alive with respect to start time and
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life duration. Note that this method may return true even if the
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processor has been disabled by calling setEnabled(false). To test
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whether the processor is actually processing particles or not, you
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should evaluate (isEnabled() && isAlive()).
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*/
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inline bool isAlive() const;
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void traverse(osg::NodeVisitor &nv);
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/// Get the current local-to-world transformation matrix (valid only during cull traversal).
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inline const osg::Matrix &getLocalToWorldMatrix();
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/// Get the current world-to-local transformation matrix (valid only during cull traversal).
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inline const osg::Matrix &getWorldToLocalMatrix();
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/// Transform a point from local to world coordinates (valid only during cull traversal).
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inline osg::Vec3 transformLocalToWorld(const osg::Vec3 &P);
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/// Transform a vector from local to world coordinates, discarding translation (valid only during cull traversal).
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inline osg::Vec3 rotateLocalToWorld(const osg::Vec3 &P);
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/// Transform a point from world to local coordinates (valid only during cull traversal).
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inline osg::Vec3 transformWorldToLocal(const osg::Vec3 &P);
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/// Transform a vector from world to local coordinates, discarding translation (valid only during cull traversal).
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inline osg::Vec3 rotateWorldToLocal(const osg::Vec3 &P);
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protected:
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virtual ~ParticleProcessor() {}
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ParticleProcessor &operator=(const ParticleProcessor &) { return *this; }
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inline bool computeBound() const;
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virtual void process(double dt) = 0;
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private:
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ReferenceFrame rf_;
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bool enabled_;
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double t0_;
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osg::ref_ptr<ParticleSystem> ps_;
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bool need_ltw_matrix_;
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bool need_wtl_matrix_;
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osg::Matrix ltw_matrix_;
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osg::Matrix wtl_matrix_;
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osg::NodeVisitor *current_nodevisitor_;
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bool endless_;
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double lifeTime_;
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double startTime_;
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double currentTime_;
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double resetTime_;
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};
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// INLINE FUNCTIONS
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inline ParticleProcessor::ReferenceFrame ParticleProcessor::getReferenceFrame() const
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{
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return rf_;
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}
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inline void ParticleProcessor::setReferenceFrame(ReferenceFrame rf)
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{
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rf_ = rf;
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}
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inline bool ParticleProcessor::isEnabled() const
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{
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return enabled_;
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}
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inline void ParticleProcessor::setEnabled(bool v)
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{
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enabled_ = v;
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if (enabled_) {
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t0_ = -1;
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currentTime_ = 0;
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}
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}
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inline ParticleSystem *ParticleProcessor::getParticleSystem()
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{
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return ps_.get();
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}
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inline const ParticleSystem *ParticleProcessor::getParticleSystem() const
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{
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return ps_.get();
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}
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inline void ParticleProcessor::setParticleSystem(ParticleSystem *ps)
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{
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ps_ = ps;
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}
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inline void ParticleProcessor::setEndless(bool type)
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{
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endless_ = type;
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}
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inline bool ParticleProcessor::isEndless() const
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{
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return endless_;
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}
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inline void ParticleProcessor::setLifeTime(double t)
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{
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lifeTime_ = t;
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}
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inline double ParticleProcessor::getLifeTime() const
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{
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return lifeTime_;
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}
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inline void ParticleProcessor::setStartTime(double t)
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{
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startTime_ = t;
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}
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inline double ParticleProcessor::getStartTime() const
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{
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return startTime_;
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}
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inline void ParticleProcessor::setCurrentTime(double t)
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{
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currentTime_ = t;
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}
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inline double ParticleProcessor::getCurrentTime() const
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{
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return currentTime_;
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}
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inline void ParticleProcessor::setResetTime(double t)
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{
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resetTime_ = t;
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}
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inline double ParticleProcessor::getResetTime() const
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{
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return resetTime_;
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}
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inline bool ParticleProcessor::computeBound() const
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{
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_bsphere.init();
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_bsphere_computed = true;
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return true;
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}
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inline const osg::Matrix &ParticleProcessor::getLocalToWorldMatrix()
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{
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if (need_ltw_matrix_) {
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ltw_matrix_ = osg::Matrix::identity();
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//current_nodevisitor_->getLocalToWorldMatrix(ltw_matrix_, this);
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ltw_matrix_ = osg::computeLocalToWorld(current_nodevisitor_->getNodePath());
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need_ltw_matrix_ = false;
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}
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return ltw_matrix_;
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}
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inline const osg::Matrix &ParticleProcessor::getWorldToLocalMatrix()
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{
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if (need_wtl_matrix_) {
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wtl_matrix_ = osg::Matrix::identity();
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//current_nodevisitor_->getWorldToLocalMatrix(wtl_matrix_, this);
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wtl_matrix_ = osg::computeWorldToLocal(current_nodevisitor_->getNodePath());
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need_wtl_matrix_ = false;
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}
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return wtl_matrix_;
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}
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inline osg::Vec3 ParticleProcessor::transformLocalToWorld(const osg::Vec3 &P)
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{
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return getLocalToWorldMatrix().preMult(P);
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}
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inline osg::Vec3 ParticleProcessor::transformWorldToLocal(const osg::Vec3 &P)
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{
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return getWorldToLocalMatrix().preMult(P);
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}
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inline osg::Vec3 ParticleProcessor::rotateLocalToWorld(const osg::Vec3 &P)
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{
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return getLocalToWorldMatrix().preMult(P) -
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getLocalToWorldMatrix().preMult(osg::Vec3(0, 0, 0));
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}
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inline osg::Vec3 ParticleProcessor::rotateWorldToLocal(const osg::Vec3 &P)
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{
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return getWorldToLocalMatrix().preMult(P) -
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getWorldToLocalMatrix().preMult(osg::Vec3(0, 0, 0));
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}
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inline bool ParticleProcessor::isAlive() const
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{
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return currentTime_ < (lifeTime_ + startTime_);
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}
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}
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#endif
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