/* -*-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_FORCEOPERATOR #define OSGPARTICLE_FORCEOPERATOR 1 #include #include #include #include #include #include namespace osgParticle { /** An operator that applies a constant force to the particles. * Remember that if the mass of particles is expressed in kg and the lengths are * expressed in meters, then the force should be expressed in Newtons. */ class ForceOperator: public Operator { public: inline ForceOperator(); inline ForceOperator(const ForceOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); META_Object(osgParticle, ForceOperator); /// Get the force vector. inline const osg::Vec3& getForce() const; /// Set the force vector. inline void setForce(const osg::Vec3& f); /// Apply the force to a particle. Do not call this method manually. inline void operate(Particle* P, double dt); /// Perform some initialization. Do not call this method manually. inline void beginOperate(Program *prg); protected: virtual ~ForceOperator() {}; ForceOperator& operator=(const ForceOperator&) { return *this; } private: osg::Vec3 _force; osg::Vec3 _xf_force; }; // INLINE FUNCTIONS inline ForceOperator::ForceOperator() : Operator(), _force(0, 0, 0) { } inline ForceOperator::ForceOperator(const ForceOperator& copy, const osg::CopyOp& copyop) : Operator(copy, copyop), _force(copy._force) { } inline const osg::Vec3& ForceOperator::getForce() const { return _force; } inline void ForceOperator::setForce(const osg::Vec3& v) { _force = v; } inline void ForceOperator::operate(Particle* P, double dt) { P->addVelocity(_xf_force * (P->getMassInv() * dt)); } inline void ForceOperator::beginOperate(Program *prg) { if (prg->getReferenceFrame() == ModularProgram::RELATIVE_RF) { _xf_force = prg->rotateLocalToWorld(_force); } else { _xf_force = _force; } } } #endif