/* -*-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 #include #include #include namespace osgParticle { // forward declaration to avoid including the whole header file class Particle; /** An abstract base class used by ModularProgram to perform operations on particles before they are updated. To implement a new operator, derive from this class and override the operate() method. You should also override the beginOperate() 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(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 ModularProgram objects to perform some operations on the particles. By default, it will call the operate() 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; igetParticle(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 dt parameter is the time elapsed from last operation. */ virtual void operate(Particle* P, double dt) = 0; /** Do something before processing particles via the operate() method. Overriding this method could be necessary to query the calling Program 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