/usr/include/osgParticle/ParticleSystemUpdater is in libopenscenegraph-dev 3.2.1-7ubuntu4.
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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 | /* -*-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_PARTICLESYSTEMUPDATER
#define OSGPARTICLE_PARTICLESYSTEMUPDATER 1
#include <osgParticle/Export>
#include <osgParticle/ParticleSystem>
#include <vector>
#include <osg/ref_ptr>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Geode>
#include <osg/NodeVisitor>
#include <osgUtil/CullVisitor>
namespace osgParticle
{
/** A useful node class for updating particle systems automatically.
When a ParticleSystemUpdater is traversed by a cull visitor, it calls the
update() method on the specified particle systems. You should place this updater
AFTER other nodes like emitters and programs.
*/
class OSGPARTICLE_EXPORT ParticleSystemUpdater: public osg::Node {
public:
ParticleSystemUpdater();
ParticleSystemUpdater(const ParticleSystemUpdater& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Node(osgParticle,ParticleSystemUpdater);
/// Add a particle system to the list.
virtual bool addParticleSystem(ParticleSystem* ps);
/// Remove a particle system from the list (by pointer).
virtual bool removeParticleSystem(ParticleSystem* ps);
/// Remove a particle system(s) from the list (by index).
virtual bool removeParticleSystem(unsigned int i, unsigned int numParticleSystemsToRemove=1);
/// Replace ParticleSystem with another ParticleSystem.
virtual bool replaceParticleSystem(ParticleSystem* origPS, ParticleSystem* newPS);
/// set a particle system by index.
virtual bool setParticleSystem( unsigned int i, ParticleSystem* ps );
/// Return the number of particle systems on the list.
inline unsigned int getNumParticleSystems() const;
/// Get a particle system from the list.
inline ParticleSystem* getParticleSystem(unsigned int i);
/// Get a particle system from the list.
inline const ParticleSystem* getParticleSystem(unsigned int i) const;
/// return true if ParticleSystem is contained within ParticlsSystemUpdater.
inline bool containsParticleSystem( const ParticleSystem* ps ) const;
/// get index number of ParticleSystem.
inline unsigned int getParticleSystemIndex( const ParticleSystem* ps ) const;
virtual void traverse(osg::NodeVisitor& nv);
virtual osg::BoundingSphere computeBound() const;
protected:
virtual ~ParticleSystemUpdater() {}
ParticleSystemUpdater &operator=(const ParticleSystemUpdater &) { return *this; }
private:
typedef std::vector<osg::ref_ptr<ParticleSystem> > ParticleSystem_Vector;
ParticleSystem_Vector _psv;
double _t0;
//added 1/17/06- bgandere@nps.edu
//a var to keep from doing multiple updates per frame
unsigned int _frameNumber;
};
// INLINE FUNCTIONS
inline unsigned int ParticleSystemUpdater::getNumParticleSystems() const
{
return static_cast<int>(_psv.size());
}
inline ParticleSystem* ParticleSystemUpdater::getParticleSystem(unsigned int i)
{
return _psv[i].get();
}
inline const ParticleSystem* ParticleSystemUpdater::getParticleSystem(unsigned int i) const
{
return _psv[i].get();
}
inline bool ParticleSystemUpdater::containsParticleSystem( const ParticleSystem* ps ) const
{
for( ParticleSystem_Vector::const_iterator itr=_psv.begin();
itr!=_psv.end();
++itr )
{
if( itr->get() == ps ) return true;
}
return false;
}
inline unsigned int ParticleSystemUpdater::getParticleSystemIndex( const ParticleSystem* ps ) const
{
for( unsigned int particleSystemNum=0; particleSystemNum<_psv.size(); ++particleSystemNum )
{
if( _psv[particleSystemNum] == ps ) return particleSystemNum;
}
return _psv.size(); // node not found.
}
}
#endif
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