/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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. */ // Written by Wang Rui, (C) 2010 #ifndef OSGPARTICLE_BOUNCEOPERATOR #define OSGPARTICLE_BOUNCEOPERATOR #include #include namespace osgParticle { /** A bounce operator can affect the particle's velocity to make it rebound. Refer to David McAllister's Particle System API (http://www.particlesystems.org) */ class OSGPARTICLE_EXPORT BounceOperator : public DomainOperator { public: BounceOperator() : DomainOperator(), _friction(1.0f), _resilience(0.0f), _cutoff(0.0f) {} BounceOperator( const BounceOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY ) : DomainOperator(copy, copyop), _friction(copy._friction), _resilience(copy._resilience), _cutoff(copy._cutoff) {} META_Object( osgParticle, BounceOperator ); /// Set the friction void setFriction( float f ) { _friction = f; } /// Get the friction float getFriction() const { return _friction; } /// Set the resilience void setResilience( float r ) { _resilience = r; } /// Get the velocity cutoff factor float getResilience() const { return _resilience; } /// Set the velocity cutoff factor void setCutoff( float v ) { _cutoff = v; } /// Get the velocity cutoff factor float getCutoff() const { return _cutoff; } protected: virtual ~BounceOperator() {} BounceOperator& operator=( const BounceOperator& ) { return *this; } virtual void handleTriangle( const Domain& domain, Particle* P, double dt ); virtual void handleRectangle( const Domain& domain, Particle* P, double dt ); virtual void handlePlane( const Domain& domain, Particle* P, double dt ); virtual void handleSphere( const Domain& domain, Particle* P, double dt ); virtual void handleDisk( const Domain& domain, Particle* P, double dt ); float _friction; float _resilience; float _cutoff; }; } #endif