/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_FLUIDPROGRAM #define OSGPARTICLE_FLUIDPROGRAM 1 #include <osgParticle/Export> #include <osgParticle/Program> #include <osg/CopyOp> #include <osg/Object> #include <osg/Node> #include <osg/NodeVisitor> namespace osgParticle { /** A program class for performing operations on particles using a sequence of <I>operators</I>. To use a <CODE>FluidProgram</CODE> you have to create some <CODE>Operator</CODE> objects and add them to the program. All operators will be applied to each particle in the same order they've been added to the program. */ class OSGPARTICLE_EXPORT FluidProgram: public Program { public: FluidProgram(); FluidProgram(const FluidProgram& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); META_Node(osgParticle,FluidProgram); /// Set the viscosity of the fluid. inline void setFluidViscosity(float v) { _viscosity = v; _viscosityCoefficient = 6 * osg::PI * _viscosity; } /// Get the viscosity of the fluid. inline float getFluidViscosity() const { return _viscosity; } /// Set the density of the fluid. inline void setFluidDensity(float d) { _density = d; _densityCoefficient = 0.2f * osg::PI * _density; } /// Get the density of the fluid. inline float getFluidDensity() const { return _density; } /// Set the wind vector. inline void setWind(const osg::Vec3& wind) { _wind = wind; } /// Get the wind vector. inline const osg::Vec3& getWind() const { return _wind; } /// Set the acceleration vector. inline void setAcceleration(const osg::Vec3& v) { _acceleration = v; } /// Get the acceleration vector. inline const osg::Vec3& getAcceleration() const { return _acceleration; } /** Set the acceleration vector to the gravity on earth (0, 0, -9.81). The acceleration will be multiplied by the <CODE>scale</CODE> parameter. */ inline void setToGravity(float scale = 1.0f) { _acceleration.set(0, 0, -9.81f*scale); } /// Set the fluid parameters as for air (20�C temperature). inline void setFluidToAir() { setToGravity(1.0f); setFluidDensity(1.2929f); setFluidViscosity(1.8e-5f); } /// Set the fluid parameters as for pure water (20�C temperature). inline void setFluidToWater() { setToGravity(1.0f); setFluidDensity(1.0f); setFluidViscosity(1.002e-3f); } protected: virtual ~FluidProgram() {} FluidProgram& operator=(const FluidProgram&) { return *this; } virtual void execute(double dt); osg::Vec3 _acceleration; float _viscosity; float _density; osg::Vec3 _wind; float _viscosityCoefficient; float _densityCoefficient; }; } #endif