#include #include #include #include osgParticle::ModularEmitter::ModularEmitter() : Emitter(), _numParticleToCreateMovementCompensationRatio(0.0f), _counter(new RandomRateCounter), _placer(new PointPlacer), _shooter(new RadialShooter) { } osgParticle::ModularEmitter::ModularEmitter(const ModularEmitter& copy, const osg::CopyOp& copyop): Emitter(copy, copyop), _numParticleToCreateMovementCompensationRatio(copy._numParticleToCreateMovementCompensationRatio), _counter(static_cast(copyop(copy._counter.get()))), _placer(static_cast(copyop(copy._placer.get()))), _shooter(static_cast(copyop(copy._shooter.get()))) { } void osgParticle::ModularEmitter::emit(double dt) { ConnectedParticleSystem* cps = dynamic_cast(getParticleSystem()); if (getReferenceFrame() == RELATIVE_RF) { const osg::Matrix& ltw = getLocalToWorldMatrix(); const osg::Matrix& previous_ltw = getPreviousLocalToWorldMatrix(); int n = _counter->numParticlesToCreate(dt); if (_numParticleToCreateMovementCompensationRatio>0.0f) { // compute the distance moved between frames const osg::Vec3 controlPosition = _placer->getControlPosition(); osg::Vec3 previousPosition = controlPosition * previous_ltw; osg::Vec3 currentPosition = controlPosition * ltw; float distance = (currentPosition-previousPosition).length(); float size = getUseDefaultTemplate() ? getParticleSystem()->getDefaultParticleTemplate().getSizeRange().minimum : getParticleTemplate().getSizeRange().minimum; float num_extra_samples = _numParticleToCreateMovementCompensationRatio*distance/size; float rounded_down = floor(num_extra_samples); float remainder = num_extra_samples-rounded_down; n = osg::maximum(n, int(rounded_down) + (((float) rand() < remainder * (float)RAND_MAX) ? 1 : 0)); } for (int i=0; icreateParticle(getUseDefaultTemplate()? 0: &getParticleTemplate()); if (P) { _placer->place(P); _shooter->shoot(P); // now need to transform the position and velocity because we having a moving model. float r = ((float)rand()/(float)RAND_MAX); P->transformPositionVelocity(ltw, previous_ltw, r); //P->transformPositionVelocity(ltw); if (cps) P->setUpTexCoordsAsPartOfConnectedParticleSystem(cps); } else { osg::notify(osg::NOTICE)<<"run out of particle"<numParticlesToCreate(dt); for (int i=0; icreateParticle(getUseDefaultTemplate()? 0: &getParticleTemplate()); if (P) { _placer->place(P); _shooter->shoot(P); if (cps) P->setUpTexCoordsAsPartOfConnectedParticleSystem(cps); } } } }