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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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* |
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* This library is open source and may be redistributed and/or modified under |
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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* (at your option) any later version. The full license is in LICENSE file |
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* included with this distribution, and on the openscenegraph.org website. |
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* |
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* This library is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* OpenSceneGraph Public License for more details. |
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*/ |
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//osgParticle - Copyright (C) 2002 Marco Jez |
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#ifndef OSGPARTICLE_FLUIDFRICTIONOPERATOR |
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#define OSGPARTICLE_FLUIDFRICTIONOPERATOR 1 |
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#include <osgParticle/Export> |
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#include <osgParticle/Operator> |
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#include <osg/CopyOp> |
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#include <osg/Object> |
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#include <osg/Math> |
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namespace osgParticle |
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{ |
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class Particle; |
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/** An operator that simulates the friction of a fluid. |
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By using this operator you can let the particles move in a fluid of a given <I>density</I> |
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and <I>viscosity</I>. There are two functions to quickly setup the parameters for pure water |
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and air. You can decide whether to compute the forces using the particle's physical |
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radius or another value, by calling the <CODE>setOverrideRadius()</CODE> method. |
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*/ |
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class OSGPARTICLE_EXPORT FluidFrictionOperator: public Operator { |
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public: |
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FluidFrictionOperator(); |
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FluidFrictionOperator(const FluidFrictionOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); |
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META_Object(osgParticle, FluidFrictionOperator); |
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/// Set the density of the fluid. |
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inline void setFluidDensity(float d); |
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/// Get the density of the fluid. |
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inline float getFluidDensity() const; |
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/// Set the viscosity of the fluid. |
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inline void setFluidViscosity(float v); |
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/// Get the viscosity of the fluid. |
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inline float getFluidViscosity() const; |
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/// Set the wind vector. |
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inline void setWind(const osg::Vec3& wind) { _wind = wind; } |
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/// Get the wind vector. |
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inline const osg::Vec3& getWind() const { return _wind; } |
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/// Set the overriden radius value (pass 0 if you want to use particle's radius). |
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inline void setOverrideRadius(float r); |
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/// Get the overriden radius value. |
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inline float getOverrideRadius() const; |
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/// Set the fluid parameters as for air (20<EFBFBD>C temperature). |
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inline void setFluidToAir(); |
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/// Set the fluid parameters as for pure water (20<EFBFBD>C temperature). |
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inline void setFluidToWater(); |
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/// Apply the friction forces to a particle. Do not call this method manually. |
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void operate(Particle* P, double dt); |
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/// Perform some initializations. Do not call this method manually. |
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inline void beginOperate(Program* prg); |
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protected: |
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virtual ~FluidFrictionOperator() {} |
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FluidFrictionOperator &operator=(const FluidFrictionOperator &) { return *this; } |
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private: |
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float _coeff_A; |
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float _coeff_B; |
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float _density; |
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float _viscosity; |
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float _ovr_rad; |
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osg::Vec3 _wind; |
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Program* _current_program; |
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}; |
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// INLINE FUNCTIONS |
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inline float FluidFrictionOperator::getFluidDensity() const |
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{ |
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return _density; |
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} |
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inline float FluidFrictionOperator::getFluidViscosity() const |
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{ |
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return _viscosity; |
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} |
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inline void FluidFrictionOperator::setFluidDensity(float d) |
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{ |
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_density = d; |
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_coeff_B = 0.2f * osg::PI * _density; |
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} |
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inline void FluidFrictionOperator::setFluidViscosity(float v) |
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{ |
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_viscosity = v; |
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_coeff_A = 6 * osg::PI * _viscosity; |
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} |
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inline void FluidFrictionOperator::setFluidToAir() |
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{ |
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setFluidViscosity(1.8e-5f); |
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setFluidDensity(1.2929f); |
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} |
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inline void FluidFrictionOperator::setFluidToWater() |
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{ |
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setFluidViscosity(1.002e-3f); |
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setFluidDensity(1.0f); |
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} |
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inline float FluidFrictionOperator::getOverrideRadius() const |
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{ |
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return _ovr_rad; |
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} |
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inline void FluidFrictionOperator::setOverrideRadius(float r) |
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{ |
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_ovr_rad = r; |
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} |
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inline void FluidFrictionOperator::beginOperate(Program* prg) |
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{ |
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_current_program = prg; |
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} |
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} |
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#endif
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