128 lines
3.8 KiB
C++
128 lines
3.8 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_SEGMENT_PLACER
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#define OSGPARTICLE_SEGMENT_PLACER 1
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#include <osgParticle/Placer>
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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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/** A segment-shaped particle placer.
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To use this placer you have to define a segment, by setting its two vertices (<B>A</B> and <B>B</B>);
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when an emitter requests a <CODE>SegmentPlacer</CODE> to place a particle, the position is chosen randomly
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within that segment.
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*/
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class SegmentPlacer: public Placer {
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public:
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inline SegmentPlacer();
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inline SegmentPlacer(const SegmentPlacer& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, SegmentPlacer);
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/// get vertex <B>A</B>.
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inline const osg::Vec3& getVertexA() const;
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/// Set vertex <B>A</B> of the segment as a vector.
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inline void setVertexA(const osg::Vec3& v);
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/// Set vertex <B>A</B> of the segment as three floats.
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inline void setVertexA(float x, float y, float z);
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/// get vertex <B>B</B>.
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inline const osg::Vec3& getVertexB() const;
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/// Set vertex <B>B</B> of the segment as a vector.
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inline void setVertexB(const osg::Vec3& v);
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/// Set vertex <B>B</B> of the segment as three floats.
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inline void setVertexB(float x, float y, float z);
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/// Set both vertices.
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inline void setSegment(const osg::Vec3& A, const osg::Vec3& B);
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/// Place a particle. This method is called by <CODE>ModularEmitter</CODE>, do not call it manually.
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inline void place(Particle* P) const;
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protected:
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virtual ~SegmentPlacer() {}
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SegmentPlacer& operator=(const SegmentPlacer&) { return *this; }
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private:
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osg::Vec3 _vertexA;
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osg::Vec3 _vertexB;
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};
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// INLINE FUNCTIONS
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inline SegmentPlacer::SegmentPlacer()
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: Placer(), _vertexA(-1, 0, 0), _vertexB(1, 0, 0)
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{
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}
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inline SegmentPlacer::SegmentPlacer(const SegmentPlacer& copy, const osg::CopyOp& copyop)
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: Placer(copy, copyop), _vertexA(copy._vertexA), _vertexB(copy._vertexB)
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{
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}
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inline const osg::Vec3& SegmentPlacer::getVertexA() const
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{
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return _vertexA;
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}
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inline const osg::Vec3& SegmentPlacer::getVertexB() const
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{
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return _vertexB;
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}
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inline void SegmentPlacer::setSegment(const osg::Vec3& A, const osg::Vec3& B)
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{
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_vertexA = A;
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_vertexB = B;
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}
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inline void SegmentPlacer::place(Particle* P) const
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{
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P->setPosition(rangev3(_vertexA, _vertexB).get_random());
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}
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inline void SegmentPlacer::setVertexA(const osg::Vec3& v)
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{
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_vertexA = v;
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}
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inline void SegmentPlacer::setVertexA(float x, float y, float z)
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{
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_vertexA.set(x, y, z);
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}
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inline void SegmentPlacer::setVertexB(const osg::Vec3& v)
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{
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_vertexB = v;
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}
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inline void SegmentPlacer::setVertexB(float x, float y, float z)
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{
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_vertexB.set(x, y, z);
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}
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}
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#endif
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