4b7bde1440
this are replaced by the osg::computeLocalToWorld/WorldToLocal() functions found in osg/Transform. Made the ReleaseTextureAndDisplayListsVisitor a public nested class of osgDB::DatabasePager to allow it to be used in the TXP plugin, and added usage of this visitor to the TXP plugin to make sure that textures and display lists are released during the update thread.
208 lines
7.2 KiB
C++
208 lines
7.2 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_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_TO_PARENTS,
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RELATIVE_TO_ABSOLUTE
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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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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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};
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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_) t0_ = -1;
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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 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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}
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#endif
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