OpenSceneGraph/include/osgParticle/ParticleProcessor
Robert Osfield e928bca4c9 Changed the Viewer::realize() calls across to not using the threading paramter
leaving it up to the Viewer to specify the mode (which by default is MultiThreaded).
Added a check for the presence of osgParticle systems so that threading is
disabled in this case.
2003-04-08 15:18:45 +00:00

206 lines
7.0 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.
*/
//osgParticle - Copyright (C) 2002 Marco Jez
#ifndef OSGPARTICLE_PARTICLEPROCESSOR_
#define OSGPARTICLE_PARTICLEPROCESSOR_ 1
#include <osgParticle/Export>
#include <osgParticle/ParticleSystem>
#include <osg/ref_ptr>
#include <osg/Object>
#include <osg/Node>
#include <osg/NodeVisitor>
#include <osg/CopyOp>
#include <osg/Vec3>
#include <osg/Matrix>
namespace osgParticle
{
/** A common base interface for those classes which need to do something on particles. Such classes
are, for example, <CODE>Emitter</CODE> (particle generation) and <CODE>Program</CODE> (particle animation).
This class holds some properties, like a <I>reference frame</I> and a reference to a <CODE>ParticleSystem<CODE>;
descendant classes should process the particles taking into account the reference frame, computing the right
transformations when needed.
*/
class OSGPARTICLE_EXPORT ParticleProcessor: public osg::Node {
public:
enum ReferenceFrame {
RELATIVE_TO_PARENTS,
RELATIVE_TO_ABSOLUTE
};
ParticleProcessor();
ParticleProcessor(const ParticleProcessor &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY);
virtual const char *libraryName() const { return "osgParticle"; }
virtual const char *className() const { return "ParticleProcessor"; }
virtual bool isSameKindAs(const osg::Object *obj) const { return dynamic_cast<const ParticleProcessor*>(obj) != 0; }
virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
/// Get the reference frame.
inline ReferenceFrame getReferenceFrame() const;
/// Set the reference frame.
inline void setReferenceFrame(ReferenceFrame rf);
/// Get whether this processor is enabled or not.
inline bool isEnabled() const;
/// Set whether this processor is enabled or not.
inline void setEnabled(bool v);
/// Get a pointer to the destination particle system.
inline ParticleSystem *getParticleSystem();
/// Get a const pointer to the destination particle system.
inline const ParticleSystem *getParticleSystem() const;
/// Set the destination particle system.
inline void setParticleSystem(ParticleSystem *ps);
void traverse(osg::NodeVisitor &nv);
/// Get the current local-to-world transformation matrix (valid only during cull traversal).
inline const osg::Matrix &getLocalToWorldMatrix();
/// Get the current world-to-local transformation matrix (valid only during cull traversal).
inline const osg::Matrix &getWorldToLocalMatrix();
/// Transform a point from local to world coordinates (valid only during cull traversal).
inline osg::Vec3 transformLocalToWorld(const osg::Vec3 &P);
/// Transform a vector from local to world coordinates, discarding translation (valid only during cull traversal).
inline osg::Vec3 rotateLocalToWorld(const osg::Vec3 &P);
/// Transform a point from world to local coordinates (valid only during cull traversal).
inline osg::Vec3 transformWorldToLocal(const osg::Vec3 &P);
/// Transform a vector from world to local coordinates, discarding translation (valid only during cull traversal).
inline osg::Vec3 rotateWorldToLocal(const osg::Vec3 &P);
protected:
virtual ~ParticleProcessor() {}
ParticleProcessor &operator=(const ParticleProcessor &) { return *this; }
inline bool computeBound() const;
virtual void process(double dt) = 0;
private:
ReferenceFrame rf_;
bool enabled_;
double t0_;
osg::ref_ptr<ParticleSystem> ps_;
bool need_ltw_matrix_;
bool need_wtl_matrix_;
osg::Matrix ltw_matrix_;
osg::Matrix wtl_matrix_;
osg::NodeVisitor *current_nodevisitor_;
};
// INLINE FUNCTIONS
inline ParticleProcessor::ReferenceFrame ParticleProcessor::getReferenceFrame() const
{
return rf_;
}
inline void ParticleProcessor::setReferenceFrame(ReferenceFrame rf)
{
rf_ = rf;
}
inline bool ParticleProcessor::isEnabled() const
{
return enabled_;
}
inline void ParticleProcessor::setEnabled(bool v)
{
enabled_ = v;
if (enabled_) t0_ = -1;
}
inline ParticleSystem *ParticleProcessor::getParticleSystem()
{
return ps_.get();
}
inline const ParticleSystem *ParticleProcessor::getParticleSystem() const
{
return ps_.get();
}
inline void ParticleProcessor::setParticleSystem(ParticleSystem *ps)
{
ps_ = ps;
}
inline bool ParticleProcessor::computeBound() const
{
_bsphere.init();
_bsphere_computed = true;
return true;
}
inline const osg::Matrix &ParticleProcessor::getLocalToWorldMatrix()
{
if (need_ltw_matrix_) {
ltw_matrix_ = osg::Matrix::identity();
current_nodevisitor_->getLocalToWorldMatrix(ltw_matrix_, this);
need_ltw_matrix_ = false;
}
return ltw_matrix_;
}
inline const osg::Matrix &ParticleProcessor::getWorldToLocalMatrix()
{
if (need_wtl_matrix_) {
wtl_matrix_ = osg::Matrix::identity();
current_nodevisitor_->getWorldToLocalMatrix(wtl_matrix_, this);
need_wtl_matrix_ = false;
}
return wtl_matrix_;
}
inline osg::Vec3 ParticleProcessor::transformLocalToWorld(const osg::Vec3 &P)
{
return getLocalToWorldMatrix().preMult(P);
}
inline osg::Vec3 ParticleProcessor::transformWorldToLocal(const osg::Vec3 &P)
{
return getWorldToLocalMatrix().preMult(P);
}
inline osg::Vec3 ParticleProcessor::rotateLocalToWorld(const osg::Vec3 &P)
{
return getLocalToWorldMatrix().preMult(P) -
getLocalToWorldMatrix().preMult(osg::Vec3(0, 0, 0));
}
inline osg::Vec3 ParticleProcessor::rotateWorldToLocal(const osg::Vec3 &P)
{
return getWorldToLocalMatrix().preMult(P) -
getWorldToLocalMatrix().preMult(osg::Vec3(0, 0, 0));
}
}
#endif