/* -*-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_OPERATOR #define OSGPARTICLE_OPERATOR 1 #include <osgParticle/Program> #include <osg/CopyOp> #include <osg/Object> #include <osg/Matrix> namespace osgParticle { // forward declaration to avoid including the whole header file class Particle; /** An abstract base class used by <CODE>ModularProgram</CODE> to perform operations on particles before they are updated. To implement a new operator, derive from this class and override the <CODE>operate()</CODE> method. You should also override the <CODE>beginOperate()</CODE> method to query the calling program for the reference frame used, and initialize the right transformations if needed. */ class Operator: public osg::Object { public: inline Operator(); inline Operator(const Operator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); virtual const char* libraryName() const { return "osgParticle"; } virtual const char* className() const { return "Operator"; } virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Operator* >(obj) != 0; } /// Get whether this operator is enabled. inline bool isEnabled() const; /// Enable or disable this operator. inline void setEnabled(bool v); /** Do something on all emitted particles. This method is called by <CODE>ModularProgram</CODE> objects to perform some operations on the particles. By default, it will call the <CODE>operate()</CODE> method for each particle. You must override it in descendant classes. */ virtual void operateParticles(ParticleSystem* ps, double dt) { int n = ps->numParticles(); for (int i=0; i<n; ++i) { Particle* P = ps->getParticle(i); if (P->isAlive() && isEnabled()) operate(P, dt); } } /** Do something on a particle. You must override it in descendant classes. Common operations consist of modifying the particle's velocity vector. The <CODE>dt</CODE> parameter is the time elapsed from last operation. */ virtual void operate(Particle* P, double dt) = 0; /** Do something before processing particles via the <CODE>operate()</CODE> method. Overriding this method could be necessary to query the calling <CODE>Program</CODE> object for the current reference frame. If the reference frame is RELATIVE_RF, then your class should prepare itself to do all operations in local coordinates. */ virtual void beginOperate(Program *) {} /// Do something after all particles have been processed. virtual void endOperate() {} protected: virtual ~Operator() {} Operator &operator=(const Operator &) { return *this; } private: bool _enabled; }; // INLINE FUNCTIONS inline Operator::Operator() : osg::Object(), _enabled(true) { } inline Operator::Operator(const Operator& copy, const osg::CopyOp& copyop) : osg::Object(copy, copyop), _enabled(copy._enabled) { } inline bool Operator::isEnabled() const { return _enabled; } inline void Operator::setEnabled(bool v) { _enabled = v; } } #endif