From David Callu, added IO_FluidProgram implementation.
This commit is contained in:
@@ -13,6 +13,7 @@ IO_ExplosionDebrisEffect.cpp
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IO_ExplosionEffect.cpp
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IO_FireEffect.cpp
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IO_FluidFrictionOperator.cpp
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IO_FluidProgram.cpp
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IO_ForceOperator.cpp
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IO_LinearInterpolator.cpp
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IO_ModularEmitter.cpp
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89
src/osgPlugins/osgParticle/IO_FluidProgram.cpp
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89
src/osgPlugins/osgParticle/IO_FluidProgram.cpp
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@@ -0,0 +1,89 @@
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#include <osgParticle/FluidProgram>
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#include <osgParticle/Operator>
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#include <iostream>
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#include <osg/Vec3>
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#include <osg/io_utils>
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#include <osgDB/Registry>
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#include <osgDB/Input>
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#include <osgDB/Output>
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bool FluidProgram_readLocalData(osg::Object &obj, osgDB::Input &fr);
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bool FluidProgram_writeLocalData(const osg::Object &obj, osgDB::Output &fw);
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osgDB::RegisterDotOsgWrapperProxy FluidProgram_Proxy
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(
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new osgParticle::FluidProgram,
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"FluidProgram",
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"Object Node ParticleProcessor Program FluidProgram",
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FluidProgram_readLocalData,
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FluidProgram_writeLocalData
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);
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bool FluidProgram_readLocalData(osg::Object &obj, osgDB::Input &fr)
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{
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osgParticle::FluidProgram &myobj = static_cast<osgParticle::FluidProgram &>(obj);
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bool itAdvanced = false;
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osg::Vec3 vec;
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float f;
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if (fr[0].matchWord("acceleration")) {
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if (fr[1].getFloat(vec.x()) && fr[2].getFloat(vec.y()) && fr[3].getFloat(vec.z())) {
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myobj.setAcceleration(vec);
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fr += 4;
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itAdvanced = true;
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}
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}
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if (fr[0].matchWord("viscosity")) {
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if (fr[1].getFloat(f)) {
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myobj.setFluidViscosity(f);
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fr += 2;
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itAdvanced = true;
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}
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}
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if (fr[0].matchWord("density")) {
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if (fr[1].getFloat(f)) {
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myobj.setFluidViscosity(f);
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fr += 2;
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itAdvanced = true;
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}
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}
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if (fr[0].matchWord("wind")) {
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if (fr[1].getFloat(vec.x()) && fr[2].getFloat(vec.y()) && fr[3].getFloat(vec.z())) {
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myobj.setWind(vec);
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fr += 4;
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itAdvanced = true;
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}
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}
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return itAdvanced;
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}
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bool FluidProgram_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
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{
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const osgParticle::FluidProgram &myobj = static_cast<const osgParticle::FluidProgram &>(obj);
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osg::Vec3 vec;
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float f;
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vec = myobj.getAcceleration();
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fw.indent() << "acceleration " << vec << std::endl;
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f = myobj.getFluidViscosity();
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fw.indent() << "viscosity " << f << std::endl;
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f = myobj.getFluidDensity();
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fw.indent() << "density " << f << std::endl;
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vec = myobj.getWind();
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fw.indent() << "wind " << vec << std::endl;
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return true;
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}
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