Added new shell of new class ConnectedParticleSystem, which will be used

for managing connect particle system for the purpose of doing missile trails etc.
This commit is contained in:
Robert Osfield
2005-10-11 09:47:28 +00:00
parent b7fd3bfdc4
commit 540e676dae
6 changed files with 131 additions and 1 deletions

View File

@@ -0,0 +1,57 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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.
*/
#include <osg/Notify>
#include <osgParticle/ConnectedParticleSystem>
using namespace osgParticle;
ConnectedParticleSystem::ConnectedParticleSystem():
_startParticle(0),
_lastParticleCreated(0)
{
}
ConnectedParticleSystem::ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop):
ParticleSystem(copy,copyop),
_startParticle(0),
_lastParticleCreated(0)
{
// need to think about how to copy _startParticle and _lastParticleCreated...
// should we just use indices? Should we compute offsets into the particle system?
osg::notify(osg::NOTICE)<<"Warning: ConnectedParticleSystem copy constructor incomplete."<<std::endl;
}
ConnectedParticleSystem::~ConnectedParticleSystem()
{
}
Particle* ConnectedParticleSystem::createParticle(const Particle* ptemplate)
{
return ParticleSystem::createParticle(ptemplate);
}
void ConnectedParticleSystem::destroyParticle(int i)
{
return ParticleSystem::destroyParticle(i);
}
void ConnectedParticleSystem::update(double dt)
{
ParticleSystem::update(dt);
}
void ConnectedParticleSystem::drawImplementation(osg::State& state) const
{
ParticleSystem::drawImplementation(state);
}