| 1 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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| 2 | * |
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| 3 | * This library is open source and may be redistributed and/or modified under |
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| 4 | * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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| 5 | * (at your option) any later version. The full license is in LICENSE file |
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| 6 | * included with this distribution, and on the openscenegraph.org website. |
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| 7 | * |
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| 8 | * This library is distributed in the hope that it will be useful, |
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| 9 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 10 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 11 | * OpenSceneGraph Public License for more details. |
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| 12 | */ |
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| 13 | //osgParticle - Copyright (C) 2002 Marco Jez |
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| 14 | |
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| 15 | #ifndef OSGPARTICLE_PARTICLESYSTEM |
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| 16 | #define OSGPARTICLE_PARTICLESYSTEM 1 |
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| 17 | |
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| 18 | #include <osgParticle/Export> |
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| 19 | #include <osgParticle/Particle> |
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| 20 | |
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| 21 | #include <vector> |
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| 22 | #include <stack> |
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| 23 | #include <algorithm> |
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| 24 | #include <string> |
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| 25 | |
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| 26 | #include <osg/Object> |
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| 27 | #include <osg/Drawable> |
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| 28 | #include <osg/CopyOp> |
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| 29 | #include <osg/State> |
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| 30 | #include <osg/Vec3> |
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| 31 | #include <osg/BoundingBox> |
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| 32 | |
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| 33 | // 9th Febrary 2009, disabled the use of ReadWriteMutex as it looks like this |
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| 34 | // is introducing threading problems due to threading problems in OpenThreads::ReadWriteMutex. |
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| 35 | // #define OSGPARTICLE_USE_ReadWriteMutex |
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| 36 | |
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| 37 | #ifdef OSGPARTICLE_USE_ReadWriteMutex |
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| 38 | #include <OpenThreads/ReadWriteMutex> |
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| 39 | #else |
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| 40 | #include <OpenThreads/Mutex> |
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| 41 | #include <OpenThreads/ScopedLock> |
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| 42 | #endif |
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| 43 | |
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| 44 | |
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| 45 | namespace osgParticle |
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| 46 | { |
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| 47 | |
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| 48 | /** The heart of this class library; its purpose is to hold a set of particles and manage particle creation, update, rendering and destruction. |
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| 49 | * You can add this drawable to any Geode as you usually do with other |
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| 50 | * Drawable classes. Each instance of ParticleSystem is a separate set of |
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| 51 | * particles; it provides the interface for creating particles and iterating |
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| 52 | * through them (see the Emitter and Program classes). |
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| 53 | */ |
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| 54 | class OSGPARTICLE_EXPORT ParticleSystem: public osg::Drawable { |
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| 55 | public: |
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| 56 | |
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| 57 | enum Alignment { |
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| 58 | BILLBOARD, |
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| 59 | FIXED |
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| 60 | }; |
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| 61 | |
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| 62 | ParticleSystem(); |
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| 63 | ParticleSystem(const ParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); |
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| 64 | |
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| 65 | META_Object(osgParticle, ParticleSystem); |
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| 66 | |
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| 67 | /// Get the alignment type of particles. |
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| 68 | inline Alignment getParticleAlignment() const; |
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| 69 | |
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| 70 | /// Set the alignment type of particles. |
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| 71 | inline void setParticleAlignment(Alignment a); |
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| 72 | |
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| 73 | /// Get the X-axis alignment vector. |
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| 74 | inline const osg::Vec3& getAlignVectorX() const; |
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| 75 | |
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| 76 | /// Set the X-axis alignment vector. |
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| 77 | inline void setAlignVectorX(const osg::Vec3& v); |
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| 78 | |
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| 79 | /// Get the Y-axis alignment vector. |
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| 80 | inline const osg::Vec3& getAlignVectorY() const; |
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| 81 | |
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| 82 | /// Set the Y-axis alignment vector. |
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| 83 | inline void setAlignVectorY(const osg::Vec3& v); |
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| 84 | |
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| 85 | /// Set the alignment vectors. |
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| 86 | inline void setAlignVectors(const osg::Vec3& X, const osg::Vec3& Y); |
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| 87 | |
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| 88 | |
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| 89 | |
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| 90 | enum ParticleScaleReferenceFrame |
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| 91 | { |
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| 92 | LOCAL_COORDINATES, |
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| 93 | WORLD_COORDINATES |
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| 94 | }; |
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| 95 | |
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| 96 | /** Set whether the particles should be scaled relative to world coordaintes or local coordinates.*/ |
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| 97 | void setParticleScaleReferenceFrame(ParticleScaleReferenceFrame rf) { _particleScaleReferenceFrame = rf; } |
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| 98 | |
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| 99 | /** Get whether the particles should be scaled relative to world coordaintes or local coordinates.*/ |
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| 100 | ParticleScaleReferenceFrame getParticleScaleReferenceFrame() const { return _particleScaleReferenceFrame; } |
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| 101 | |
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| 102 | |
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| 103 | |
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| 104 | /// Get the default bounding box |
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| 105 | inline const osg::BoundingBox& getDefaultBoundingBox() const; |
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| 106 | |
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| 107 | /** Set the default bounding box. |
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| 108 | The default bounding box is used when a real bounding box cannot be computed, for example |
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| 109 | because no particles has been updated yet. |
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| 110 | */ |
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| 111 | inline void setDefaultBoundingBox(const osg::BoundingBox& bbox); |
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| 112 | |
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| 113 | /// Return true if we use vertex arrays for rendering particles. |
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| 114 | bool getUseVertexArray() const { return _useVertexArray; } |
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| 115 | |
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| 116 | /** Set to use vertex arrays for rendering particles. |
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| 117 | Lots of variables will be omitted: particles' shape, alive or not, visibility distance, and so on, |
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| 118 | so the rendering result is not as good as we wish (although it's fast than using glBegin/glEnd). |
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| 119 | We had better use this for GLSL shaders, in which particle parameters will be kept as uniforms. |
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| 120 | This method is called automatically by <CODE>setDefaultAttributesUsingShaders()</CODE>. |
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| 121 | */ |
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| 122 | void setUseVertexArray(bool v) { _useVertexArray = v; } |
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| 123 | |
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| 124 | /// Return true if shaders are required. |
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| 125 | bool getUseShaders() const { return _useShaders; } |
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| 126 | |
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| 127 | /** Set to use GLSL shaders for rendering particles. |
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| 128 | Particles' parameters will be used as shader attribute arrays, and necessary variables, including |
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| 129 | the visibility distance, texture, etc, will be used and updated as uniforms. |
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| 130 | */ |
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| 131 | void setUseShaders(bool v) { _useShaders = v; _dirty_uniforms = true; } |
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| 132 | |
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| 133 | /// Get the double pass rendering flag. |
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| 134 | inline bool getDoublePassRendering() const; |
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| 135 | |
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| 136 | /** Set the double pass rendering flag. |
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| 137 | Double pass rendering avoids overdraw problems between particle systems |
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| 138 | and other opaque objects. If you can render all the particle systems after |
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| 139 | the opaque objects, then double pass is not necessary and can be turned off (best choice). |
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| 140 | If you set the default attributes with setDefaultAttributes, then the particle |
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| 141 | system will fall into a transparent bin. |
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| 142 | */ |
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| 143 | inline void setDoublePassRendering(bool v); |
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| 144 | |
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| 145 | /// Return true if the particle system is frozen. |
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| 146 | bool getFrozen() const { return _frozen; } |
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| 147 | inline bool isFrozen() const; |
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| 148 | |
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| 149 | /** Set or reset the <I>frozen</I> state. |
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| 150 | When the particle system is frozen, emitters and programs won't do anything on it. |
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| 151 | */ |
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| 152 | inline void setFrozen(bool v); |
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| 153 | |
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| 154 | /// Get the number of allocated particles (alive + dead). |
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| 155 | inline int numParticles() const; |
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| 156 | |
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| 157 | /// Get the number of dead particles. |
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| 158 | inline int numDeadParticles() const; |
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| 159 | |
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| 160 | /// Get whether all particles are dead |
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| 161 | inline bool areAllParticlesDead() const { return numDeadParticles()==numParticles(); } |
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| 162 | |
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| 163 | /// Get a pointer to the i-th particle. |
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| 164 | inline Particle* getParticle(int i); |
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| 165 | |
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| 166 | /// Get a const pointer to the i-th particle. |
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| 167 | inline const Particle* getParticle(int i) const; |
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| 168 | |
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| 169 | /// Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null). |
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| 170 | inline virtual Particle* createParticle(const Particle* ptemplate); |
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| 171 | |
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| 172 | /// Destroy the i-th particle. |
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| 173 | inline virtual void destroyParticle(int i); |
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| 174 | |
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| 175 | /// Reuse the i-th particle. |
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| 176 | inline virtual void reuseParticle(int i) { _deadparts.push(&(_particles[i])); } |
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| 177 | |
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| 178 | /// Get the last frame number. |
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| 179 | inline unsigned int getLastFrameNumber() const; |
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| 180 | |
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| 181 | /// Get the unique delta time for emitters and updaters to use |
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| 182 | inline double& getDeltaTime( double currentTime ); |
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| 183 | |
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| 184 | /// Get a reference to the default particle template. |
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| 185 | inline Particle& getDefaultParticleTemplate(); |
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| 186 | |
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| 187 | /// Get a const reference to the default particle template. |
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| 188 | inline const Particle& getDefaultParticleTemplate() const; |
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| 189 | |
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| 190 | /// Set the default particle template (particle is copied). |
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| 191 | inline void setDefaultParticleTemplate(const Particle& p); |
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| 192 | |
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| 193 | /// Get whether the particle system can freeze when culled |
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| 194 | inline bool getFreezeOnCull() const; |
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| 195 | |
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| 196 | /// Set whether the particle system can freeze when culled (default is true) |
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| 197 | inline void setFreezeOnCull(bool v); |
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| 198 | |
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| 199 | /** A useful method to set the most common <CODE>StateAttribute</CODE>'s in one call. |
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| 200 | If <CODE>texturefile</CODE> is empty, then texturing is turned off. |
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| 201 | */ |
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| 202 | void setDefaultAttributes(const std::string& texturefile = "", bool emissive_particles = true, bool lighting = false, int texture_unit = 0); |
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| 203 | |
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| 204 | /** A useful method to set the most common <CODE>StateAttribute</CODE> and use GLSL shaders to draw particles. |
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| 205 | At present, when enabling shaders in the particle system, user-defined shapes will not be usable. |
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| 206 | If <CODE>texturefile</CODE> is empty, then texturing is turned off. |
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| 207 | */ |
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| 208 | void setDefaultAttributesUsingShaders(const std::string& texturefile = "", bool emissive_particles = true, int texture_unit = 0); |
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| 209 | |
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| 210 | /// (<B>EXPERIMENTAL</B>) Get the level of detail. |
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| 211 | inline int getLevelOfDetail() const; |
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| 212 | |
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| 213 | /** (<B>EXPERIMENTAL</B>) Set the level of detail. The total number of particles is divided by the detail value to |
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| 214 | get the actual number of particles to be drawn. This value must be greater than zero. |
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| 215 | */ |
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| 216 | inline void setLevelOfDetail(int v); |
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| 217 | |
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| 218 | enum SortMode |
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| 219 | { |
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| 220 | NO_SORT, |
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| 221 | SORT_FRONT_TO_BACK, |
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| 222 | SORT_BACK_TO_FRONT |
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| 223 | }; |
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| 224 | |
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| 225 | /// Get the sort mode. |
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| 226 | inline SortMode getSortMode() const; |
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| 227 | |
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| 228 | /** Set the sort mode. It will force resorting the particle list by the Z direction of the view coordinates. |
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| 229 | This can be used for the purpose of transparent rendering or <CODE>setVisibilityDistance()</CODE>. |
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| 230 | */ |
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| 231 | inline void setSortMode(SortMode mode); |
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| 232 | |
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| 233 | /// Get the visibility distance. |
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| 234 | inline double getVisibilityDistance() const; |
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| 235 | |
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| 236 | /** Set the visibility distance which allows the particles to be rendered only when depth is inside the distance. |
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| 237 | When using shaders, it can work well directly; otherwise the sort mode should also be set to pre-compute depth. |
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| 238 | */ |
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| 239 | inline void setVisibilityDistance(double distance); |
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| 240 | |
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| 241 | /// Update the particles. Don't call this directly, use a <CODE>ParticleSystemUpdater</CODE> instead. |
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| 242 | virtual void update(double dt, osg::NodeVisitor& nv); |
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| 243 | |
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| 244 | virtual void drawImplementation(osg::RenderInfo& renderInfo) const; |
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| 245 | |
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| 246 | virtual osg::BoundingBox computeBound() const; |
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| 247 | |
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| 248 | #ifdef OSGPARTICLE_USE_ReadWriteMutex |
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| 249 | typedef OpenThreads::ReadWriteMutex ReadWriterMutex; |
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| 250 | typedef OpenThreads::ScopedReadLock ScopedReadLock; |
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| 251 | typedef OpenThreads::ScopedWriteLock ScopedWriteLock; |
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| 252 | #else |
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| 253 | typedef OpenThreads::Mutex ReadWriterMutex; |
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| 254 | typedef OpenThreads::ScopedLock<OpenThreads::Mutex> ScopedReadLock; |
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| 255 | typedef OpenThreads::ScopedLock<OpenThreads::Mutex> ScopedWriteLock; |
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| 256 | #endif |
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| 257 | |
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| 258 | ReadWriterMutex* getReadWriteMutex() const { return &_readWriteMutex; } |
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| 259 | |
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| 260 | protected: |
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| 261 | |
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| 262 | virtual ~ParticleSystem(); |
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| 263 | |
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| 264 | ParticleSystem& operator=(const ParticleSystem&) { return *this; } |
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| 265 | |
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| 266 | inline void update_bounds(const osg::Vec3& p, float r); |
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| 267 | void single_pass_render(osg::RenderInfo& renderInfo, const osg::Matrix& modelview) const; |
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| 268 | void render_vertex_array(osg::RenderInfo& renderInfo) const; |
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| 269 | |
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| 270 | typedef std::vector<Particle> Particle_vector; |
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| 271 | typedef std::stack<Particle*> Death_stack; |
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| 272 | |
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| 273 | Particle_vector _particles; |
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| 274 | Death_stack _deadparts; |
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| 275 | |
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| 276 | osg::BoundingBox _def_bbox; |
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| 277 | |
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| 278 | Alignment _alignment; |
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| 279 | osg::Vec3 _align_X_axis; |
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| 280 | osg::Vec3 _align_Y_axis; |
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| 281 | ParticleScaleReferenceFrame _particleScaleReferenceFrame; |
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| 282 | |
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| 283 | bool _useVertexArray; |
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| 284 | bool _useShaders; |
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| 285 | bool _dirty_uniforms; |
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| 286 | |
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| 287 | bool _doublepass; |
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| 288 | bool _frozen; |
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| 289 | |
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| 290 | osg::Vec3 _bmin; |
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| 291 | osg::Vec3 _bmax; |
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| 292 | |
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| 293 | bool _reset_bounds_flag; |
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| 294 | bool _bounds_computed; |
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| 295 | |
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| 296 | Particle _def_ptemp; |
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| 297 | mutable unsigned int _last_frame; |
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| 298 | mutable bool _dirty_dt; |
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| 299 | bool _freeze_on_cull; |
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| 300 | |
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| 301 | double _t0; |
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| 302 | double _dt; |
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| 303 | |
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| 304 | int _detail; |
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| 305 | SortMode _sortMode; |
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| 306 | double _visibilityDistance; |
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| 307 | |
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| 308 | mutable int _draw_count; |
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| 309 | |
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| 310 | mutable ReadWriterMutex _readWriteMutex; |
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| 311 | }; |
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| 312 | |
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| 313 | // INLINE FUNCTIONS |
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| 314 | |
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| 315 | inline ParticleSystem::Alignment ParticleSystem::getParticleAlignment() const |
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| 316 | { |
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| 317 | return _alignment; |
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| 318 | } |
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| 319 | |
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| 320 | inline void ParticleSystem::setParticleAlignment(Alignment a) |
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| 321 | { |
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| 322 | _alignment = a; |
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| 323 | } |
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| 324 | |
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| 325 | inline const osg::Vec3& ParticleSystem::getAlignVectorX() const |
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| 326 | { |
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| 327 | return _align_X_axis; |
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| 328 | } |
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| 329 | |
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| 330 | inline void ParticleSystem::setAlignVectorX(const osg::Vec3& v) |
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| 331 | { |
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| 332 | _align_X_axis = v; |
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| 333 | } |
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| 334 | |
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| 335 | inline const osg::Vec3& ParticleSystem::getAlignVectorY() const |
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| 336 | { |
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| 337 | return _align_Y_axis; |
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| 338 | } |
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| 339 | |
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| 340 | inline void ParticleSystem::setAlignVectorY(const osg::Vec3& v) |
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| 341 | { |
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| 342 | _align_Y_axis = v; |
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| 343 | } |
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| 344 | |
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| 345 | inline void ParticleSystem::setAlignVectors(const osg::Vec3& X, const osg::Vec3& Y) |
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| 346 | { |
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| 347 | _align_X_axis = X; |
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| 348 | _align_Y_axis = Y; |
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| 349 | } |
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| 350 | |
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| 351 | inline bool ParticleSystem::isFrozen() const |
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| 352 | { |
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| 353 | return _frozen; |
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| 354 | } |
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| 355 | |
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| 356 | inline void ParticleSystem::setFrozen(bool v) |
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| 357 | { |
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| 358 | _frozen = v; |
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| 359 | } |
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| 360 | |
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| 361 | inline const osg::BoundingBox& ParticleSystem::getDefaultBoundingBox() const |
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| 362 | { |
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| 363 | return _def_bbox; |
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| 364 | } |
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| 365 | |
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| 366 | inline void ParticleSystem::setDefaultBoundingBox(const osg::BoundingBox& bbox) |
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| 367 | { |
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| 368 | _def_bbox = bbox; |
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| 369 | } |
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| 370 | |
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| 371 | inline bool ParticleSystem::getDoublePassRendering() const |
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| 372 | { |
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| 373 | return _doublepass; |
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| 374 | } |
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| 375 | |
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| 376 | inline void ParticleSystem::setDoublePassRendering(bool v) |
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| 377 | { |
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| 378 | _doublepass = v; |
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| 379 | } |
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| 380 | |
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| 381 | inline int ParticleSystem::numParticles() const |
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| 382 | { |
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| 383 | return static_cast<int>(_particles.size()); |
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| 384 | } |
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| 385 | |
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| 386 | inline int ParticleSystem::numDeadParticles() const |
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| 387 | { |
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| 388 | return static_cast<int>(_deadparts.size()); |
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| 389 | } |
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| 390 | |
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| 391 | inline Particle* ParticleSystem::getParticle(int i) |
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| 392 | { |
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| 393 | return &_particles[i]; |
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| 394 | } |
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| 395 | |
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| 396 | inline const Particle* ParticleSystem::getParticle(int i) const |
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| 397 | { |
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| 398 | return &_particles[i]; |
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| 399 | } |
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| 400 | |
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| 401 | inline void ParticleSystem::destroyParticle(int i) |
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| 402 | { |
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| 403 | _particles[i].kill(); |
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| 404 | } |
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| 405 | |
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| 406 | inline unsigned int ParticleSystem::getLastFrameNumber() const |
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| 407 | { |
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| 408 | return _last_frame; |
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| 409 | } |
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| 410 | |
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| 411 | inline double& ParticleSystem::getDeltaTime( double currentTime ) |
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| 412 | { |
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| 413 | if ( _dirty_dt ) |
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| 414 | { |
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| 415 | _dt = currentTime - _t0; |
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| 416 | if ( _dt<0.0 ) _dt = 0.0; |
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| 417 | |
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| 418 | _t0 = currentTime; |
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| 419 | _dirty_dt = false; |
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| 420 | } |
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| 421 | return _dt; |
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| 422 | } |
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| 423 | |
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| 424 | inline void ParticleSystem::update_bounds(const osg::Vec3& p, float r) |
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| 425 | { |
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| 426 | if (_reset_bounds_flag) { |
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| 427 | _reset_bounds_flag = false; |
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| 428 | _bmin = p - osg::Vec3(r,r,r); |
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| 429 | _bmax = p + osg::Vec3(r,r,r); |
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| 430 | } else { |
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| 431 | if (p.x() - r < _bmin.x()) _bmin.x() = p.x() - r; |
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| 432 | if (p.y() - r < _bmin.y()) _bmin.y() = p.y() - r; |
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| 433 | if (p.z() - r < _bmin.z()) _bmin.z() = p.z() - r; |
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| 434 | if (p.x() + r > _bmax.x()) _bmax.x() = p.x() + r; |
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| 435 | if (p.y() + r > _bmax.y()) _bmax.y() = p.y() + r; |
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| 436 | if (p.z() + r > _bmax.z()) _bmax.z() = p.z() + r; |
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| 437 | } |
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| 438 | if (!_bounds_computed) |
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| 439 | _bounds_computed = true; |
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| 440 | } |
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| 441 | |
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| 442 | inline Particle& ParticleSystem::getDefaultParticleTemplate() |
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| 443 | { |
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| 444 | return _def_ptemp; |
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| 445 | } |
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| 446 | |
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| 447 | inline const Particle& ParticleSystem::getDefaultParticleTemplate() const |
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| 448 | { |
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| 449 | return _def_ptemp; |
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| 450 | } |
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| 451 | |
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| 452 | inline void ParticleSystem::setDefaultParticleTemplate(const Particle& p) |
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| 453 | { |
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| 454 | _def_ptemp = p; |
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| 455 | } |
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| 456 | |
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| 457 | inline bool ParticleSystem::getFreezeOnCull() const |
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| 458 | { |
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| 459 | return _freeze_on_cull; |
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| 460 | } |
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| 461 | |
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| 462 | inline void ParticleSystem::setFreezeOnCull(bool v) |
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| 463 | { |
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| 464 | _freeze_on_cull = v; |
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| 465 | } |
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| 466 | |
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| 467 | inline int ParticleSystem::getLevelOfDetail() const |
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| 468 | { |
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| 469 | return _detail; |
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| 470 | } |
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| 471 | |
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| 472 | inline void ParticleSystem::setLevelOfDetail(int v) |
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| 473 | { |
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| 474 | if (v < 1) v = 1; |
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| 475 | _detail = v; |
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| 476 | } |
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| 477 | |
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| 478 | inline ParticleSystem::SortMode ParticleSystem::getSortMode() const |
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| 479 | { |
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| 480 | return _sortMode; |
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| 481 | } |
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| 482 | |
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| 483 | inline void ParticleSystem::setSortMode(SortMode mode) |
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| 484 | { |
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| 485 | _sortMode = mode; |
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| 486 | } |
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| 487 | |
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| 488 | inline double ParticleSystem::getVisibilityDistance() const |
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| 489 | { |
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| 490 | return _visibilityDistance; |
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| 491 | } |
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| 492 | |
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| 493 | inline void ParticleSystem::setVisibilityDistance(double distance) |
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| 494 | { |
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| 495 | _visibilityDistance = distance; |
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| 496 | if (_useShaders) _dirty_uniforms = true; |
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| 497 | } |
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| 498 | |
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| 499 | // I'm not sure this function should be inlined... |
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| 500 | |
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| 501 | inline Particle* ParticleSystem::createParticle(const Particle* ptemplate) |
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| 502 | { |
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| 503 | // is there any dead particle? |
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| 504 | if (!_deadparts.empty()) { |
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| 505 | |
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| 506 | // retrieve a pointer to the last dead particle |
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| 507 | Particle* P = _deadparts.top(); |
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| 508 | |
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| 509 | // create a new (alive) particle in the same place |
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| 510 | *P = ptemplate? *ptemplate: _def_ptemp; |
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| 511 | |
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| 512 | // remove the pointer from the death stack |
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| 513 | _deadparts.pop(); |
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| 514 | return P; |
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| 515 | |
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| 516 | } else { |
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| 517 | |
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| 518 | // add a new particle to the vector |
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| 519 | _particles.push_back(ptemplate? *ptemplate: _def_ptemp); |
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| 520 | return &_particles.back(); |
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| 521 | } |
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| 522 | } |
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| 523 | |
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| 524 | |
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| 525 | } |
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| 526 | |
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| 527 | #endif |
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