/usr/include/osgParticle/FluidFrictionOperator is in libopenscenegraph-dev 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 | /* -*-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_FLUIDFRICTIONOPERATOR
#define OSGPARTICLE_FLUIDFRICTIONOPERATOR 1
#include <osgParticle/Export>
#include <osgParticle/Operator>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Math>
namespace osgParticle
{
class Particle;
/** An operator that simulates the friction of a fluid.
By using this operator you can let the particles move in a fluid of a given <I>density</I>
and <I>viscosity</I>. There are two functions to quickly setup the parameters for pure water
and air. You can decide whether to compute the forces using the particle's physical
radius or another value, by calling the <CODE>setOverrideRadius()</CODE> method.
*/
class OSGPARTICLE_EXPORT FluidFrictionOperator: public Operator {
public:
FluidFrictionOperator();
FluidFrictionOperator(const FluidFrictionOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Object(osgParticle, FluidFrictionOperator);
/// Set the density of the fluid.
inline void setFluidDensity(float d);
/// Get the density of the fluid.
inline float getFluidDensity() const;
/// Set the viscosity of the fluid.
inline void setFluidViscosity(float v);
/// Get the viscosity of the fluid.
inline float getFluidViscosity() const;
/// Set the wind vector.
inline void setWind(const osg::Vec3& wind) { _wind = wind; }
/// Get the wind vector.
inline const osg::Vec3& getWind() const { return _wind; }
/// Set the overriden radius value (pass 0 if you want to use particle's radius).
inline void setOverrideRadius(float r);
/// Get the overriden radius value.
inline float getOverrideRadius() const;
/// Set the fluid parameters as for air (20°C temperature).
inline void setFluidToAir();
/// Set the fluid parameters as for pure water (20°C temperature).
inline void setFluidToWater();
/// Apply the friction forces to a particle. Do not call this method manually.
void operate(Particle* P, double dt);
/// Perform some initializations. Do not call this method manually.
inline void beginOperate(Program* prg);
protected:
virtual ~FluidFrictionOperator() {}
FluidFrictionOperator &operator=(const FluidFrictionOperator &) { return *this; }
private:
float _coeff_A;
float _coeff_B;
float _density;
float _viscosity;
float _ovr_rad;
osg::Vec3 _wind;
Program* _current_program;
};
// INLINE FUNCTIONS
inline float FluidFrictionOperator::getFluidDensity() const
{
return _density;
}
inline float FluidFrictionOperator::getFluidViscosity() const
{
return _viscosity;
}
inline void FluidFrictionOperator::setFluidDensity(float d)
{
_density = d;
_coeff_B = 0.2f * osg::PI * _density;
}
inline void FluidFrictionOperator::setFluidViscosity(float v)
{
_viscosity = v;
_coeff_A = 6 * osg::PI * _viscosity;
}
inline void FluidFrictionOperator::setFluidToAir()
{
setFluidViscosity(1.8e-5f);
setFluidDensity(1.2929f);
}
inline void FluidFrictionOperator::setFluidToWater()
{
setFluidViscosity(1.002e-3f);
setFluidDensity(1.0f);
}
inline float FluidFrictionOperator::getOverrideRadius() const
{
return _ovr_rad;
}
inline void FluidFrictionOperator::setOverrideRadius(float r)
{
_ovr_rad = r;
}
inline void FluidFrictionOperator::beginOperate(Program* prg)
{
_current_program = prg;
}
}
#endif
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