OpenSceneGraph/include/osgParticle/ConnectedParticleSystem
Robert Osfield 5ac6ea9a8d Ben van Basten, "1 Bug fix in reuseParticle where originally an old particle that was already killed would be killed again, but instead should have been placed on the dead stack for future reuse.
2 Getter/setter for _maxNumberOfParticlesToSkip that is used for filtering of particles during draw. This enables you to turn the filtering of by setting this value to zero.

3 Getter for retrieval of the first particle in the trail. This allows you to directly manipulate the trail from your application by walking from the start particle towards the end of the trail."

Submitted on Ben's behalf by Roland Smeenk.
2006-11-07 13:48:20 +00:00

80 lines
3.0 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*/
#ifndef OSGPARTICLE_CONNECTEDPARTICLESYSTEM
#define OSGPARTICLE_CONNECTEDPARTICLESYSTEM 1
#include <osgParticle/ParticleSystem>
namespace osgParticle
{
/** ConnectConnectedParticleSystem is a specialise ConnectedParticleSystem for effects
* like missle trails, where the individual particles are rendered as
* single ribbon.
*/
class OSGPARTICLE_EXPORT ConnectedParticleSystem: public osgParticle::ParticleSystem
{
public:
ConnectedParticleSystem();
ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Object(osgParticle, ConnectedParticleSystem);
/// Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null).
virtual Particle* createParticle(const Particle* ptemplate);
/// Reuse the i-th particle.
virtual void reuseParticle(int i);
/// Draw the connected particles as either a line or a quad strip, depending upon viewing distance. .
virtual void drawImplementation(osg::State& state) const;
///Get the (const) particle from where the line or quadstrip starts to be drawn
const osgParticle::Particle* getStartParticle() const
{
return (_startParticle != Particle::INVALID_INDEX) ? &_particles[_startParticle] : 0;
}
///Get the particle from where the line or quadstrip starts to be drawn
osgParticle::Particle* getStartParticle()
{
return (_startParticle != Particle::INVALID_INDEX) ? &_particles[_startParticle] : 0;
}
///Set the maximum numbers of particles to be skipped during the predraw filtering
void setMaxNumberOfParticlesToSkip(unsigned int maxNumberofParticlesToSkip){_maxNumberOfParticlesToSkip = maxNumberofParticlesToSkip;}
///Get the maximum numbers of particles to be skipped during the predraw filtering
unsigned int getMaxNumberOfParticlesToSkip(){ return _maxNumberOfParticlesToSkip;}
protected:
virtual ~ConnectedParticleSystem();
ConnectedParticleSystem& operator=(const ConnectedParticleSystem&) { return *this; }
int _lastParticleCreated;
unsigned int _maxNumberOfParticlesToSkip;
int _startParticle;
};
}
#endif