/* -*-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_ANGULARACCELOPERATOR #define OSGPARTICLE_ANGULARACCELOPERATOR 1 #include #include #include #include #include #include namespace osgParticle { /** An operator class that applies a constant angular acceleration to * the particles. */ class AngularAccelOperator: public Operator { public: inline AngularAccelOperator(); inline AngularAccelOperator(const AngularAccelOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); META_Object(osgParticle, AngularAccelOperator); /// Get the angular acceleration vector. inline const osg::Vec3& getAngularAcceleration() const; /// Set the angular acceleration vector. inline void setAngularAcceleration(const osg::Vec3& v); /// Apply the angular acceleration to a particle. Do not call this method manually. inline void operate(Particle* P, double dt); /// Perform some initializations. Do not call this method manually. inline void beginOperate(Program *prg); protected: virtual ~AngularAccelOperator() {} AngularAccelOperator& operator=(const AngularAccelOperator& ) { return *this; } private: osg::Vec3 _angul_araccel; osg::Vec3 _xf_angul_araccel; }; // INLINE FUNCTIONS inline AngularAccelOperator::AngularAccelOperator() : Operator(), _angul_araccel(0, 0, 0) { } inline AngularAccelOperator::AngularAccelOperator(const AngularAccelOperator& copy, const osg::CopyOp& copyop) : Operator(copy, copyop), _angul_araccel(copy._angul_araccel) { } inline const osg::Vec3& AngularAccelOperator::getAngularAcceleration() const { return _angul_araccel; } inline void AngularAccelOperator::setAngularAcceleration(const osg::Vec3& v) { _angul_araccel = v; } inline void AngularAccelOperator::operate(Particle* P, double dt) { P->addAngularVelocity(_xf_angul_araccel * dt); } inline void AngularAccelOperator::beginOperate(Program *prg) { if (prg->getReferenceFrame() == ModularProgram::RELATIVE_RF) { _xf_angul_araccel = prg->rotateLocalToWorld(_angul_araccel); } else { _xf_angul_araccel = _angul_araccel; } } } #endif