OpenSceneGraph/include/osgParticle/Program
2012-03-21 17:36:20 +00:00

69 lines
2.4 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.
*/
//osgParticle - Copyright (C) 2002 Marco Jez
#ifndef OSGPARTICLE_PROGRAM
#define OSGPARTICLE_PROGRAM 1
#include <osgParticle/Export>
#include <osgParticle/ParticleProcessor>
#include <osg/Object>
#include <osg/Node>
#include <osg/NodeVisitor>
#include <osg/CopyOp>
namespace osgParticle
{
/** An abstract <CODE>ParticleProcessor</CODE> descendant for modifying particles "on the fly"
during the cull traversal.
Descendants of this class must implement the <CODE>execute()</CODE> method, which should iterate
through all particles in the linked particle system and modify them somehow
(usually updating their velocity vector).
*/
class OSGPARTICLE_EXPORT Program: public ParticleProcessor
{
public:
Program();
Program(const Program& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
virtual const char* libraryName() const { return "osgParticle"; }
virtual const char* className() const { return "Program"; }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Program*>(obj) != 0; }
virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
protected:
virtual ~Program() {}
Program& operator=(const Program&) { return *this; }
/// Implementation of <CODE>ParticleProcessor::process()</CODE>. Do not call this method by yourself.
inline void process(double dt);
/// Execute the program on the particle system. Must be overriden in descendant classes.
virtual void execute(double dt) = 0;
private:
};
// INLINE FUNCTIONS
inline void Program::process(double dt)
{
execute(dt);
}
}
#endif