Added extra controls for ParticleEffects.
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@@ -26,9 +26,15 @@
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using namespace osgParticle;
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FireEffect::FireEffect()
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FireEffect::FireEffect(const osg::Vec3& position, float scale, float intensity)
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{
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setDefaults();
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_position = position;
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_scale = scale;
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_intensity = intensity;
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buildEffect();
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}
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FireEffect::FireEffect(const FireEffect& copy, const osg::CopyOp& copyop):
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@@ -37,6 +43,11 @@ FireEffect::FireEffect(const FireEffect& copy, const osg::CopyOp& copyop):
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}
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void FireEffect::setDefaults()
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{
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ParticleEffect::setDefaults();
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}
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void FireEffect::setUpEmitterAndProgram()
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{
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osgParticle::ParticleSystem *ps = new osgParticle::ParticleSystem;
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ps->setDefaultAttributes("Images/smoke.rgb", true, false);
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@@ -64,27 +75,27 @@ void FireEffect::setDefaults()
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osg::Vec4(1, 0.0f, 0.f, 0.0f)));
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// these are physical properties of the particle
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ptemplate.setRadius(0.05f); // 5 cm wide particles
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ptemplate.setMass(0.01f); // 10g heavy
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ptemplate.setRadius(0.05f*_scale); // 5 cm wide particles
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ptemplate.setMass(0.01f*_scale); // 10g heavy
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// assign the particle template to the system.
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ps->setDefaultParticleTemplate(ptemplate);
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osgParticle::RandomRateCounter* counter = new osgParticle::RandomRateCounter;
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counter->setRateRange(1,10); // generate 1000 particles per second
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counter->setRateRange(1*_intensity*_scale,10*_intensity*_scale); // generate 1000 particles per second
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emitter->setCounter(counter);
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osgParticle::SectorPlacer* placer = new osgParticle::SectorPlacer;
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placer->setCenter(osg::Vec3(0.0,0.0,0.0));
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placer->setRadiusRange(0.0f,0.25f);
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placer->setCenter(_position);
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placer->setRadiusRange(0.0f*_scale,0.25f*_scale);
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emitter->setPlacer(placer);
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osgParticle::RadialShooter* shooter = new osgParticle::RadialShooter;
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shooter->setThetaRange(0.0f, osg::PI_4);
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shooter->setInitialSpeedRange(0.0f,0.0f);
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shooter->setInitialSpeedRange(0.0f*_scale,0.0f*_scale);
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emitter->setShooter(shooter);
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emitter->setStartTime(0.0f);
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emitter->setStartTime(_startTime);
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_emitter = emitter;
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}
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@@ -108,31 +119,4 @@ void FireEffect::setDefaults()
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// add the program to the scene graph
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_program = program;
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}
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buildEffect();
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}
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void FireEffect::buildEffect()
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{
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// clear the children.
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removeChild(0,getNumChildren());
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if (!_emitter || !_particleSystem || !_program) return;
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// add the emitter
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addChild(_emitter.get());
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// add the program to update the particles
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addChild(_program.get());
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// add the particle system updater.
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osgParticle::ParticleSystemUpdater *psu = new osgParticle::ParticleSystemUpdater;
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psu->addParticleSystem(_particleSystem.get());
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addChild(psu);
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// add the geode to the scene graph
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osg::Geode *geode = new osg::Geode;
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geode->addDrawable(_particleSystem.get());
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addChild(geode);
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}
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