123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148 |
- /* -*-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.
- */
- //osgParticle - Copyright (C) 2002 Marco Jez
- #ifndef OSGPARTICLE_FLUIDFRICTIONOPERATOR
- #define OSGPARTICLE_FLUIDFRICTIONOPERATOR 1
- #include <osgParticle/Export>
- #include <osgParticle/Operator>
- #include <osg/CopyOp>
- #include <osg/Object>
- #include <osg/Math>
- namespace osgParticle
- {
- class Particle;
- /** An operator that simulates the friction of a fluid.
- By using this operator you can let the particles move in a fluid of a given <I>density</I>
- and <I>viscosity</I>. There are two functions to quickly setup the parameters for pure water
- and air. You can decide whether to compute the forces using the particle's physical
- radius or another value, by calling the <CODE>setOverrideRadius()</CODE> method.
- */
- class OSGPARTICLE_EXPORT FluidFrictionOperator: public Operator {
- public:
- FluidFrictionOperator();
- FluidFrictionOperator(const FluidFrictionOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
- META_Object(osgParticle, FluidFrictionOperator);
- /// Set the density of the fluid.
- inline void setFluidDensity(float d);
- /// Get the density of the fluid.
- inline float getFluidDensity() const;
- /// Set the viscosity of the fluid.
- inline void setFluidViscosity(float v);
- /// Get the viscosity of the fluid.
- inline float getFluidViscosity() const;
- /// 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 overriden radius value (pass 0 if you want to use particle's radius).
- inline void setOverrideRadius(float r);
- /// Get the overriden radius value.
- inline float getOverrideRadius() const;
- /// Set the fluid parameters as for air (20°C temperature).
- inline void setFluidToAir();
- /// Set the fluid parameters as for pure water (20°C temperature).
- inline void setFluidToWater();
- /// Apply the friction forces to a particle. Do not call this method manually.
- void operate(Particle* P, double dt);
- /// Perform some initializations. Do not call this method manually.
- inline void beginOperate(Program* prg);
- protected:
- virtual ~FluidFrictionOperator() {}
- FluidFrictionOperator &operator=(const FluidFrictionOperator &) { return *this; }
- private:
- float _coeff_A;
- float _coeff_B;
- float _density;
- float _viscosity;
- float _ovr_rad;
- osg::Vec3 _wind;
- Program* _current_program;
- };
- // INLINE FUNCTIONS
- inline float FluidFrictionOperator::getFluidDensity() const
- {
- return _density;
- }
- inline float FluidFrictionOperator::getFluidViscosity() const
- {
- return _viscosity;
- }
- inline void FluidFrictionOperator::setFluidDensity(float d)
- {
- _density = d;
- _coeff_B = 0.2f * osg::PI * _density;
- }
- inline void FluidFrictionOperator::setFluidViscosity(float v)
- {
- _viscosity = v;
- _coeff_A = 6 * osg::PI * _viscosity;
- }
- inline void FluidFrictionOperator::setFluidToAir()
- {
- setFluidViscosity(1.8e-5f);
- setFluidDensity(1.2929f);
- }
- inline void FluidFrictionOperator::setFluidToWater()
- {
- setFluidViscosity(1.002e-3f);
- setFluidDensity(1.0f);
- }
- inline float FluidFrictionOperator::getOverrideRadius() const
- {
- return _ovr_rad;
- }
- inline void FluidFrictionOperator::setOverrideRadius(float r)
- {
- _ovr_rad = r;
- }
- inline void FluidFrictionOperator::beginOperate(Program* prg)
- {
- _current_program = prg;
- }
- }
- #endif
|