Improved ParticleEffects
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@@ -46,15 +46,15 @@ namespace osgParticle
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public:
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/**
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Shape of particles.
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NOTE: the LINE shape should be used in conjunction with FIXED alignment mode (see ParticleSystem).
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*/
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enum Shape {
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Shape of particles.
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NOTE: the LINE shape should be used in conjunction with FIXED alignment mode (see ParticleSystem).
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*/
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enum Shape {
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POINT, // uses GL_POINTS as primitive
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QUAD, // uses GL_QUADS as primitive
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QUAD_TRIANGLESTRIP, // uses GL_TRIANGLE_STRIP as primitive, but each particle needs a glBegin/glEnd pair
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HEXAGON, // may save some filling time, but uses more triangles
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LINE // uses GL_LINES to draw line segments that point to the direction of motion
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LINE // uses GL_LINES to draw line segments that point to the direction of motion
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};
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Particle();
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@@ -117,14 +117,14 @@ namespace osgParticle
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/// Get the previous position (the position before last update).
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inline const osg::Vec3 &getPreviousPosition() const;
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/// Get the angle vector.
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inline const osg::Vec3 &getAngle() const;
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/// Get the rotational velocity vector.
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inline const osg::Vec3 &getAngularVelocity() const;
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/// Get the previous angle vector.
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inline const osg::Vec3 &getPreviousAngle() const;
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/// Get the angle vector.
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inline const osg::Vec3 &getAngle() const;
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/// Get the rotational velocity vector.
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inline const osg::Vec3 &getAngularVelocity() const;
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/// Get the previous angle vector.
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inline const osg::Vec3 &getPreviousAngle() const;
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/** Kill the particle on next update
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NOTE: after calling this function, the <CODE>isAlive()</CODE> method will still
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@@ -178,21 +178,21 @@ namespace osgParticle
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/// Transform position and velocity vectors by a matrix.
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inline void transformPositionVelocity(const osg::Matrix &xform);
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/// Set the angle vector.
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inline void setAngle(const osg::Vec3 &a);
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/**
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Set the angular velocity vector.
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Components x, y and z are angles of rotation around the respective axis (in radians).
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*/
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inline void setAngularVelocity(const osg::Vec3 &v);
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/// Add a vector to the angular velocity vector.
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inline void addAngularVelocity(const osg::Vec3 &dv);
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/// Transform angle and angularVelocity vectors by a matrix.
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inline void transformAngleVelocity(const osg::Matrix &xform);
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/// Set the angle vector.
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inline void setAngle(const osg::Vec3 &a);
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/**
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Set the angular velocity vector.
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Components x, y and z are angles of rotation around the respective axis (in radians).
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*/
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inline void setAngularVelocity(const osg::Vec3 &v);
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/// Add a vector to the angular velocity vector.
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inline void addAngularVelocity(const osg::Vec3 &dv);
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/// Transform angle and angularVelocity vectors by a matrix.
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inline void transformAngleVelocity(const osg::Matrix &xform);
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/** Update the particle (don't call this method manually).
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This method is called automatically by <CODE>ParticleSystem::update()</CODE>; it
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updates the graphical properties of the particle for the current time,
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@@ -240,7 +240,7 @@ namespace osgParticle
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osg::Vec3 prev_angle_;
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osg::Vec3 angle_;
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osg::Vec3 angular_vel_;
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osg::Vec3 angular_vel_;
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double t0_;
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@@ -338,20 +338,20 @@ namespace osgParticle
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return prev_pos_;
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}
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inline const osg::Vec3 &Particle::getAngle() const
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{
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return angle_;
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}
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inline const osg::Vec3 &Particle::getAngularVelocity() const
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{
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return angular_vel_;
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}
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inline const osg::Vec3 &Particle::getPreviousAngle() const
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{
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return prev_angle_;
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}
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inline const osg::Vec3 &Particle::getAngle() const
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{
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return angle_;
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}
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inline const osg::Vec3 &Particle::getAngularVelocity() const
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{
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return angular_vel_;
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}
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inline const osg::Vec3 &Particle::getPreviousAngle() const
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{
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return prev_angle_;
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}
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inline void Particle::kill()
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{
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@@ -422,30 +422,30 @@ namespace osgParticle
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inline void Particle::setAngle(const osg::Vec3 &a)
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{
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angle_ = a;
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}
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inline void Particle::setAngularVelocity(const osg::Vec3 &v)
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{
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angular_vel_ = v;
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}
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inline void Particle::addAngularVelocity(const osg::Vec3 &dv)
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{
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angular_vel_ += dv;
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}
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inline void Particle::transformAngleVelocity(const osg::Matrix &xform)
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{
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// this should be optimized!
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osg::Vec3 a1 = angle_ + angular_vel_;
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angle_ = xform.preMult(angle_);
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a1 = xform.preMult(a1);
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angular_vel_ = a1 - angle_;
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}
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angle_ = a;
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}
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inline void Particle::setAngularVelocity(const osg::Vec3 &v)
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{
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angular_vel_ = v;
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}
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inline void Particle::addAngularVelocity(const osg::Vec3 &dv)
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{
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angular_vel_ += dv;
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}
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inline void Particle::transformAngleVelocity(const osg::Matrix &xform)
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{
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// this should be optimized!
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osg::Vec3 a1 = angle_ + angular_vel_;
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angle_ = xform.preMult(angle_);
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a1 = xform.preMult(a1);
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angular_vel_ = a1 - angle_;
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}
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inline float Particle::getMass() const
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{
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@@ -473,9 +473,9 @@ namespace osgParticle
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case QUAD:
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glBegin(GL_QUADS);
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break;
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case LINE:
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glBegin(GL_LINES);
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break;
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case LINE:
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glBegin(GL_LINES);
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break;
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default: ;
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}
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}
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@@ -486,7 +486,7 @@ namespace osgParticle
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{
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case POINT:
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case QUAD:
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case LINE:
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case LINE:
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glEnd();
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break;
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default: ;
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@@ -499,18 +499,18 @@ namespace osgParticle
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}
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inline void Particle::setTextureTile(int sTile, int tTile, int numTiles)
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{
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s_tile_ = 1.0f / static_cast<float>(sTile);
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t_tile_ = 1.0f / static_cast<float>(tTile);
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if (numTiles <= 0)
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{
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num_tile_ = sTile * tTile;
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}
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else
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{
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num_tile_ = numTiles;
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}
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}
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{
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s_tile_ = 1.0f / static_cast<float>(sTile);
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t_tile_ = 1.0f / static_cast<float>(tTile);
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if (numTiles <= 0)
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{
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num_tile_ = sTile * tTile;
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}
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else
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{
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num_tile_ = numTiles;
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}
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}
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}
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