/* -*-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. */ #ifndef OSGPARTICLE_CONNECTEDPARTICLESYSTEM #define OSGPARTICLE_CONNECTEDPARTICLESYSTEM 1 #include namespace osgParticle { /** ConnectConnectedParticleSystem is a specialise ConnectedParticleSystem for effects * like missle trails, where the individual particles are rendered as * single ribbon. */ class OSGPARTICLE_EXPORT ConnectedParticleSystem: public osgParticle::ParticleSystem { public: ConnectedParticleSystem(); ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); META_Object(osgParticle, ConnectedParticleSystem); /// Create a new particle from the specified template (or the default one if ptemplate is null). virtual Particle* createParticle(const Particle* ptemplate); /// Destroy the i-th particle. virtual void destroyParticle(int i); /// Update the particles. Don't call this directly, use a ConnectedParticleSystemUpdater instead. virtual void update(double dt); virtual void drawImplementation(osg::State& state) const; protected: virtual ~ConnectedParticleSystem(); ConnectedParticleSystem& operator=(const ConnectedParticleSystem&) { return *this; } Particle* _startParticle; Particle* _lastParticleCreated; }; } #endif