236 lines
7.8 KiB
C++
236 lines
7.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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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// Written by Wang Rui, (C) 2010
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#ifndef OSGPARTICLE_DOMAINOPERATOR
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#define OSGPARTICLE_DOMAINOPERATOR
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#include <osg/Plane>
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#include <osgParticle/Operator>
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#include <osgParticle/Particle>
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namespace osgParticle
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{
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/** A domain operator which accepts different domain shapes as the parameter.
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It can be derived to implement operators that require particles interacting with domains.
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Refer to David McAllister's Particle System API (http://www.particlesystems.org)
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*/
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class OSGPARTICLE_EXPORT DomainOperator : public Operator
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{
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public:
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struct Domain
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{
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enum Type
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{
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UNDEFINED_DOMAIN = 0,
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POINT_DOMAIN,
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LINE_DOMAIN,
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TRI_DOMAIN,
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RECT_DOMAIN,
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PLANE_DOMAIN,
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SPHERE_DOMAIN,
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BOX_DOMAIN,
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DISK_DOMAIN
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};
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Domain( Type t ) : r1(0.0f), r2(0.0f), type(t) {}
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osg::Plane plane;
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osg::Vec3 v1;
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osg::Vec3 v2;
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osg::Vec3 v3;
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osg::Vec3 s1;
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osg::Vec3 s2;
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float r1;
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float r2;
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Type type;
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};
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DomainOperator()
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: Operator()
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{}
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DomainOperator( const DomainOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY )
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: Operator(copy, copyop), _domains(copy._domains), _backupDomains(copy._backupDomains)
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{}
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META_Object( osgParticle, DomainOperator );
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/// Add a point domain
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inline void addPointDomain( const osg::Vec3& p );
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/// Add a line segment domain
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inline void addLineSegmentDomain( const osg::Vec3& v1, const osg::Vec3& v2 );
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/// Add a triangle domain
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inline void addTriangleDomain( const osg::Vec3& v1, const osg::Vec3& v2, const osg::Vec3& v3 );
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/// Add a rectangle domain
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inline void addRectangleDomain( const osg::Vec3& corner, const osg::Vec3& w, const osg::Vec3& h );
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/// Add a plane domain
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inline void addPlaneDomain( const osg::Plane& plane );
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/// Add a sphere domain
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inline void addSphereDomain( const osg::Vec3& c, float r );
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/// Add a box domain
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inline void addBoxDomain( const osg::Vec3& min, const osg::Vec3& max );
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/// Add a disk domain
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inline void addDiskDomain( const osg::Vec3& c, const osg::Vec3& n, float r1, float r2=0.0f );
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/// Add a domain object directly, used by the .osg wrappers and serializers.
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void addDomain( const Domain& domain ) { _domains.push_back(domain); }
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/// Get a domain object directly, used by the .osg wrappers and serializers.
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const Domain& getDomain( unsigned int i ) const { return _domains[i]; }
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/// Remove a domain at specific index
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void removeDomain( unsigned int i )
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{ if (i<_domains.size()) _domains.erase(_domains.begin() + i); }
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/// Remove all existing domains
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void removeAllDomains() { _domains.clear(); }
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/// Get number of domains
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unsigned int getNumDomains() const { return _domains.size(); }
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/// Apply the acceleration to a particle. Do not call this method manually.
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void operate( Particle* P, double dt );
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/// Perform some initializations. Do not call this method manually.
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void beginOperate( Program* prg );
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/// Perform some post-operations. Do not call this method manually.
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void endOperate();
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protected:
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virtual ~DomainOperator() {}
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DomainOperator& operator=( const DomainOperator& ) { return *this; }
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virtual void handlePoint( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("Point"); }
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virtual void handleLineSegment( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("LineSegment"); }
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virtual void handleTriangle( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("Triangle"); }
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virtual void handleRectangle( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("Rectangle"); }
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virtual void handlePlane( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("Plane"); }
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virtual void handleSphere( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("Sphere"); }
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virtual void handleBox( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("Box"); }
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virtual void handleDisk( const Domain& /*domain*/, Particle* /*P*/, double /*dt*/ ) { ignore("Disk"); }
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inline void computeNewBasis( const osg::Vec3&, const osg::Vec3&, osg::Vec3&, osg::Vec3& );
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inline void ignore( const std::string& func );
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std::vector<Domain> _domains;
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std::vector<Domain> _backupDomains;
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};
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// INLINE METHODS
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inline void DomainOperator::addPointDomain( const osg::Vec3& p )
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{
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Domain domain( Domain::POINT_DOMAIN );
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domain.v1 = p;
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_domains.push_back( domain );
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}
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inline void DomainOperator::addLineSegmentDomain( const osg::Vec3& v1, const osg::Vec3& v2 )
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{
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Domain domain( Domain::LINE_DOMAIN );
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domain.v1 = v1;
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domain.v2 = v2;
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domain.r1 = (v2 - v1).length();
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_domains.push_back( domain );
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}
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inline void DomainOperator::addTriangleDomain( const osg::Vec3& v1, const osg::Vec3& v2, const osg::Vec3& v3 )
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{
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Domain domain( Domain::TRI_DOMAIN );
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domain.v1 = v1;
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domain.v2 = v2;
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domain.v3 = v3;
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domain.plane.set(v1, v2, v3);
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computeNewBasis( v2-v1, v3-v1, domain.s1, domain.s2 );
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_domains.push_back( domain );
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}
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inline void DomainOperator::addRectangleDomain( const osg::Vec3& corner, const osg::Vec3& w, const osg::Vec3& h )
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{
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Domain domain( Domain::RECT_DOMAIN );
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domain.v1 = corner;
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domain.v2 = w;
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domain.v3 = h;
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domain.plane.set(corner, corner+w, corner+h);
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computeNewBasis( w, h, domain.s1, domain.s2 );
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_domains.push_back( domain );
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}
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inline void DomainOperator::addPlaneDomain( const osg::Plane& plane )
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{
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Domain domain( Domain::PLANE_DOMAIN );
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domain.plane.set(plane);
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_domains.push_back( domain );
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}
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inline void DomainOperator::addSphereDomain( const osg::Vec3& c, float r )
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{
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Domain domain( Domain::SPHERE_DOMAIN );
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domain.v1 = c;
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domain.r1 = r;
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_domains.push_back( domain );
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}
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inline void DomainOperator::addBoxDomain( const osg::Vec3& min, const osg::Vec3& max )
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{
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Domain domain( Domain::BOX_DOMAIN );
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domain.v1 = min;
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domain.v2 = max;
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_domains.push_back( domain );
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}
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inline void DomainOperator::addDiskDomain( const osg::Vec3& c, const osg::Vec3& n, float r1, float r2 )
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{
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Domain domain( Domain::DISK_DOMAIN );
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domain.v1 = c;
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domain.v2 = n;
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domain.r1 = r1;
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domain.r2 = r2;
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domain.plane.set(n, c);
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_domains.push_back( domain );
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}
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inline void DomainOperator::computeNewBasis( const osg::Vec3& u, const osg::Vec3& v, osg::Vec3& s1, osg::Vec3& s2 )
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{
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// Copied from David McAllister's Particle System API (http://www.particlesystems.org), pDomain.h
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osg::Vec3 w = u ^ v;
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float det = w.z()*u.x()*v.y() - w.z()*u.y()*v.x() - u.z()*w.x()*v.y() -
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u.x()*v.z()*w.y() + v.z()*w.x()*u.y() + u.z()*v.x()*w.y();
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det = 1.0f / det;
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s1.set( v.y()*w.z() - v.z()*w.y(), v.z()*w.x() - v.x()*w.z(), v.x()*w.y() - v.y()*w.x() );
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s1 = s1 * det;
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s2.set( u.y()*w.z() - u.z()*w.y(), u.z()*w.x() - u.x()*w.z(), u.x()*w.y() - u.y()*w.x() );
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s2 = s2 * (-det);
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}
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inline void DomainOperator::ignore( const std::string& func )
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{
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OSG_NOTICE << className() << ": " << func << " domain not yet implemented. " << std::endl;
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}
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}
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#endif
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