4761442005
email from Marco) "Most relevant news: 1) particle systems now have the "freezeOnCull" property set to false by default. Since it is an optimization, and using it may cause some unwanted behaviors if not handled properly, it makes more sense to turn it off by default. 2) new "LINE" shape mode which uses GL_LINES to draw line segments that point to the direction of motion. 3) particles can now have a rotation angle and angular velocity. 4) new AngularAccelOperator applies angular acceleration to particles. 5) particle processors such as emitters and programs can have a "start", "end" and "reset" time coordinate. For example, an emitter may be instructed to start emitting particles only after a certain time, stop after another amount of time and then start again. Update (2) is from Gideon May. Updates (3) to (5) are from Douglas A. Pouk."
100 lines
3.1 KiB
C++
100 lines
3.1 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_ANGULARACCELOPERATOR_
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#define OSGPARTICLE_ANGULARACCELOPERATOR_ 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 class that applies a constant angular acceleration to
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* the particles.
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*/
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class AngularAccelOperator: public Operator {
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public:
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inline AngularAccelOperator();
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inline AngularAccelOperator(const AngularAccelOperator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, AngularAccelOperator);
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/// Get the angular acceleration vector.
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inline const osg::Vec3 &getAngularAcceleration() const;
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/// Set the angular acceleration vector.
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inline void setAngularAcceleration(const osg::Vec3 &v);
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/// Apply the angular acceleration 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 initializations. 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 ~AngularAccelOperator() {}
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AngularAccelOperator &operator=(const AngularAccelOperator &) { return *this; }
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private:
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osg::Vec3 angular_accel_;
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osg::Vec3 xf_angular_accel_;
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};
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// INLINE FUNCTIONS
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inline AngularAccelOperator::AngularAccelOperator()
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: Operator(), angular_accel_(0, 0, 0)
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{
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}
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inline AngularAccelOperator::AngularAccelOperator(const AngularAccelOperator ©, const osg::CopyOp ©op)
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: Operator(copy, copyop), angular_accel_(copy.angular_accel_)
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{
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}
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inline const osg::Vec3 &AngularAccelOperator::getAngularAcceleration() const
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{
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return angular_accel_;
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}
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inline void AngularAccelOperator::setAngularAcceleration(const osg::Vec3 &v)
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{
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angular_accel_ = v;
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}
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inline void AngularAccelOperator::operate(Particle *P, double dt)
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{
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P->addAngularVelocity(xf_angular_accel_ * dt);
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}
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inline void AngularAccelOperator::beginOperate(Program *prg)
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{
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if (prg->getReferenceFrame() == ModularProgram::RELATIVE_TO_PARENTS) {
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xf_angular_accel_ = prg->rotateLocalToWorld(angular_accel_);
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} else {
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xf_angular_accel_ = angular_accel_;
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}
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}
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}
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#endif
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