99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_FORCEOPERATOR_
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#define OSGPARTICLE_FORCEOPERATOR_ 1
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#include <osgParticle/ModularProgram>
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#include <osgParticle/Operator>
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#include <osgParticle/Particle>
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#include <osg/CopyOp>
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#include <osg/Object>
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#include <osg/Vec3>
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namespace osgParticle
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{
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/** An operator that applies a constant force to the particles.
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Remember that if the mass of particles is expressed in <U>kg</U> and the lengths are
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expressed in <U>meters</U>, then the force should be expressed in <U>Newtons</U>.
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*/
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class ForceOperator: public Operator {
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public:
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inline ForceOperator();
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inline ForceOperator(const ForceOperator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, ForceOperator);
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/// Get the force vector.
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inline const osg::Vec3 &getForce() const;
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/// Set the force vector.
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inline void setForce(const osg::Vec3 &f);
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/// Apply the force to a particle. Do not call this method manually.
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inline void operate(Particle *P, double dt);
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/// Perform some initialization. Do not call this method manually.
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inline void beginOperate(Program *prg);
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protected:
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virtual ~ForceOperator() {};
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ForceOperator &operator=(const ForceOperator &) { return *this; }
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private:
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osg::Vec3 force_;
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osg::Vec3 xf_force_;
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};
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// INLINE FUNCTIONS
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inline ForceOperator::ForceOperator()
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: Operator(), force_(0, 0, 0)
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{
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}
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inline ForceOperator::ForceOperator(const ForceOperator ©, const osg::CopyOp ©op)
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: Operator(copy, copyop), force_(copy.force_)
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{
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}
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inline const osg::Vec3 &ForceOperator::getForce() const
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{
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return force_;
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}
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inline void ForceOperator::setForce(const osg::Vec3 &v)
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{
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force_ = v;
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}
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inline void ForceOperator::operate(Particle *P, double dt)
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{
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P->addVelocity(xf_force_ * (P->getMassInv() * dt));
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}
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inline void ForceOperator::beginOperate(Program *prg)
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{
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if (prg->getReferenceFrame() == ModularProgram::RELATIVE_TO_PARENTS) {
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xf_force_ = prg->rotateLocalToWorld(force_);
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} else {
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xf_force_ = force_;
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}
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}
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}
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#endif
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