Checked in osgParticle, writtten by Marco Jez.
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132
include/osgParticle/FluidFrictionOperator
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132
include/osgParticle/FluidFrictionOperator
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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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//osgParticle - Copyright (C) 2002 Marco Jez
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#ifndef OSGPARTICLE_FLUIDFRICTIONOPERATOR_
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#define OSGPARTICLE_FLUIDFRICTIONOPERATOR_ 1
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#include <osgParticle/Export>
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#include <osgParticle/Operator>
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#include <osg/CopyOp>
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#include <osg/Object>
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#include <osg/Math>
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namespace osgParticle
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{
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class Particle;
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/** An operator that simulates the friction of a fluid.
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By using this operator you can let the particles move in a fluid of a given <I>density</I>
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and <I>viscosity</I>. There are two functions to quickly setup the parameters for pure water
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and air. You can decide whether to compute the forces using the particle's physical
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radius or another value, by calling the <CODE>setOverrideRadius()</CODE> method.
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*/
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class OSGPARTICLE_EXPORT FluidFrictionOperator: public Operator {
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public:
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FluidFrictionOperator();
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FluidFrictionOperator(const FluidFrictionOperator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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META_Object(FluidFrictionOperator);
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/// Get the density of the fluid.
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inline float getFluidDensity() const;
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/// Set the density of the fluid.
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inline void setFluidDensity(float d);
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/// Get the viscosity of the fluid.
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inline float getFluidViscosity() const;
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/// Set the viscosity of the fluid.
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inline void setFluidViscosity(float v);
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/// Get the overriden radius value.
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inline float getOverrideRadius() const;
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/// Set the overriden radius value (pass 0 if you want to use particle's radius).
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inline void setOverrideRadius(float r);
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/// Set the fluid parameters as for air (20<32>C temperature).
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inline void setFluidToAir();
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/// Set the fluid parameters as for pure water (20<32>C temperature).
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inline void setFluidToWater();
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/// Apply the friction forces to a particle. Do not call this method manually.
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void operate(Particle *P, double dt);
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/// Perform some initializations. Do not call this method manually.
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inline void beginOperate(Program *prg);
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protected:
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virtual ~FluidFrictionOperator() {}
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FluidFrictionOperator &operator=(const FluidFrictionOperator &) { return *this; }
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private:
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float A_;
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float B_;
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float density_;
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float viscosity_;
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float ovr_rad_;
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Program *current_program_;
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};
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// INLINE FUNCTIONS
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inline float FluidFrictionOperator::getFluidDensity() const
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{
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return density_;
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}
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inline float FluidFrictionOperator::getFluidViscosity() const
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{
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return viscosity_;
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}
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inline void FluidFrictionOperator::setFluidDensity(float d)
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{
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density_ = d;
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B_ = 0.2f * osg::PI * density_;
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}
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inline void FluidFrictionOperator::setFluidViscosity(float v)
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{
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viscosity_ = v;
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A_ = 6 * osg::PI * viscosity_;
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}
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inline void FluidFrictionOperator::setFluidToAir()
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{
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setFluidViscosity(1.8e-5f);
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setFluidDensity(1.2929f);
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}
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inline void FluidFrictionOperator::setFluidToWater()
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{
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setFluidViscosity(1.002e-3f);
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setFluidDensity(1.0f);
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}
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inline float FluidFrictionOperator::getOverrideRadius() const
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{
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return ovr_rad_;
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}
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inline void FluidFrictionOperator::setOverrideRadius(float r)
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{
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ovr_rad_ = r;
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}
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inline void FluidFrictionOperator::beginOperate(Program *prg)
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{
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current_program_ = prg;
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}
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}
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#endif
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