OpenSceneGraph/include/osgParticle/AngularAccelOperator

100 lines
3.1 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_ANGULARACCELOPERATOR_
#define OSGPARTICLE_ANGULARACCELOPERATOR_ 1
#include <osgParticle/ModularProgram>
#include <osgParticle/Operator>
#include <osgParticle/Particle>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Vec3>
namespace osgParticle
{
/** An operator class that applies a constant angular acceleration to
* the particles.
*/
class AngularAccelOperator: public Operator {
public:
inline AngularAccelOperator();
inline AngularAccelOperator(const AngularAccelOperator &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY);
META_Object(osgParticle, AngularAccelOperator);
/// Get the angular acceleration vector.
inline const osg::Vec3 &getAngularAcceleration() const;
/// Set the angular acceleration vector.
inline void setAngularAcceleration(const osg::Vec3 &v);
/// Apply the angular acceleration to a particle. Do not call this method manually.
inline void operate(Particle *P, double dt);
/// Perform some initializations. Do not call this method manually.
inline void beginOperate(Program *prg);
protected:
virtual ~AngularAccelOperator() {}
AngularAccelOperator &operator=(const AngularAccelOperator &) { return *this; }
private:
osg::Vec3 angular_accel_;
osg::Vec3 xf_angular_accel_;
};
// INLINE FUNCTIONS
inline AngularAccelOperator::AngularAccelOperator()
: Operator(), angular_accel_(0, 0, 0)
{
}
inline AngularAccelOperator::AngularAccelOperator(const AngularAccelOperator &copy, const osg::CopyOp &copyop)
: Operator(copy, copyop), angular_accel_(copy.angular_accel_)
{
}
inline const osg::Vec3 &AngularAccelOperator::getAngularAcceleration() const
{
return angular_accel_;
}
inline void AngularAccelOperator::setAngularAcceleration(const osg::Vec3 &v)
{
angular_accel_ = v;
}
inline void AngularAccelOperator::operate(Particle *P, double dt)
{
P->addAngularVelocity(xf_angular_accel_ * dt);
}
inline void AngularAccelOperator::beginOperate(Program *prg)
{
if (prg->getReferenceFrame() == ModularProgram::RELATIVE_RF) {
xf_angular_accel_ = prg->rotateLocalToWorld(angular_accel_);
} else {
xf_angular_accel_ = angular_accel_;
}
}
}
#endif