Added new shell of new class ConnectedParticleSystem, which will be used
for managing connect particle system for the purpose of doing missile trails etc.
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57
src/osgParticle/ConnectedParticleSystem.cpp
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57
src/osgParticle/ConnectedParticleSystem.cpp
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/Notify>
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#include <osgParticle/ConnectedParticleSystem>
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using namespace osgParticle;
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ConnectedParticleSystem::ConnectedParticleSystem():
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_startParticle(0),
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_lastParticleCreated(0)
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{
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}
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ConnectedParticleSystem::ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop):
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ParticleSystem(copy,copyop),
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_startParticle(0),
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_lastParticleCreated(0)
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{
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// need to think about how to copy _startParticle and _lastParticleCreated...
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// should we just use indices? Should we compute offsets into the particle system?
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osg::notify(osg::NOTICE)<<"Warning: ConnectedParticleSystem copy constructor incomplete."<<std::endl;
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}
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ConnectedParticleSystem::~ConnectedParticleSystem()
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{
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}
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Particle* ConnectedParticleSystem::createParticle(const Particle* ptemplate)
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{
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return ParticleSystem::createParticle(ptemplate);
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}
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void ConnectedParticleSystem::destroyParticle(int i)
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{
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return ParticleSystem::destroyParticle(i);
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}
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void ConnectedParticleSystem::update(double dt)
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{
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ParticleSystem::update(dt);
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}
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void ConnectedParticleSystem::drawImplementation(osg::State& state) const
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{
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ParticleSystem::drawImplementation(state);
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}
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