Particles mostly completed, still need to attach emitters to the correct node and handle NiBSPArrayController
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79c2138e53
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#include "particle.hpp"
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#include <osg/MatrixTransform>
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#include <components/nif/controlled.hpp>
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#include <osg/io_utils>
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namespace NifOsg
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{
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void InverseWorldMatrix::operator()(osg::Node *node, osg::NodeVisitor *nv)
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{
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if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
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{
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osg::NodePath path = nv->getNodePath();
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path.pop_back();
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osg::MatrixTransform* trans = dynamic_cast<osg::MatrixTransform*>(node);
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osg::Matrix worldMat = osg::computeLocalToWorld( path );
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trans->setMatrix(osg::Matrix::inverse(worldMat));
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}
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traverse(node,nv);
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}
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ParticleShooter::ParticleShooter(float minSpeed, float maxSpeed, float horizontalDir, float horizontalAngle, float verticalDir, float verticalAngle, float lifetime, float lifetimeRandom)
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: mMinSpeed(minSpeed), mMaxSpeed(maxSpeed), mHorizontalDir(horizontalDir)
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, mHorizontalAngle(horizontalAngle), mVerticalDir(verticalDir), mVerticalAngle(verticalAngle)
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, mLifetime(lifetime), mLifetimeRandom(lifetimeRandom)
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{
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}
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ParticleShooter::ParticleShooter()
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: mMinSpeed(0.f), mMaxSpeed(0.f), mHorizontalDir(0.f)
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, mHorizontalAngle(0.f), mVerticalDir(0.f), mVerticalAngle(0.f)
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, mLifetime(0.f), mLifetimeRandom(0.f)
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{
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}
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ParticleShooter::ParticleShooter(const osgParticle::Shooter ©, const osg::CopyOp ©op)
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{
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*this = copy;
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}
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void ParticleShooter::shoot(osgParticle::Particle *particle) const
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{
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// NOTE: We do not use mDirection/mAngle for the initial direction.
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float hdir = mHorizontalDir + mHorizontalAngle * (2.f * (std::rand() / static_cast<double>(RAND_MAX)) - 1.f);
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float vdir = mVerticalDir + mVerticalAngle * (2.f * (std::rand() / static_cast<double>(RAND_MAX)) - 1.f);
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osg::Vec3f dir = osg::Quat(hdir, osg::Vec3f(0,0,1)) * osg::Quat(vdir, osg::Vec3f(1,0,0))
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// ^ Vec3f(0,1,0) according to nifskope, TODO: test in mw
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* osg::Vec3f(0,0,1);
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float vel = mMinSpeed + (mMaxSpeed - mMinSpeed) * std::rand() / static_cast<float>(RAND_MAX);
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particle->setVelocity(dir * vel);
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// Not supposed to set this here, but there doesn't seem to be a better way of doing it
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particle->setLifeTime(mLifetime + mLifetimeRandom * std::rand() / static_cast<float>(RAND_MAX));
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}
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GrowFadeAffector::GrowFadeAffector(float growTime, float fadeTime)
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: mGrowTime(growTime)
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, mFadeTime(fadeTime)
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, mCachedDefaultSize(0.f)
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{
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}
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GrowFadeAffector::GrowFadeAffector()
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: mGrowTime(0.f)
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, mFadeTime(0.f)
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, mCachedDefaultSize(0.f)
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{
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}
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GrowFadeAffector::GrowFadeAffector(const GrowFadeAffector& copy, const osg::CopyOp& copyop)
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: osgParticle::Operator(copy, copyop)
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{
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*this = copy;
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}
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void GrowFadeAffector::beginOperate(osgParticle::Program *program)
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{
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mCachedDefaultSize = program->getParticleSystem()->getDefaultParticleTemplate().getSizeRange().minimum;
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}
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void GrowFadeAffector::operate(osgParticle::Particle* particle, double /* dt */)
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{
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float size = mCachedDefaultSize;
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if (particle->getAge() < mGrowTime && mGrowTime != 0.f)
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size *= particle->getAge() / mGrowTime;
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if (particle->getLifeTime() - particle->getAge() < mFadeTime && mFadeTime != 0.f)
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size *= (particle->getLifeTime() - particle->getAge()) / mFadeTime;
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particle->setSizeRange(osgParticle::rangef(size, size));
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}
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ParticleColorAffector::ParticleColorAffector(const Nif::NiColorData *clrdata)
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: mData(*clrdata)
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{
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}
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ParticleColorAffector::ParticleColorAffector()
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{
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}
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ParticleColorAffector::ParticleColorAffector(const ParticleColorAffector ©, const osg::CopyOp ©op)
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: osgParticle::Operator(copy, copyop)
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{
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*this = copy;
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}
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osg::Vec4f ParticleColorAffector::interpolate(const float time, const Nif::Vector4KeyMap::MapType &keys)
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{
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if(time <= keys.begin()->first)
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return keys.begin()->second.mValue;
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Nif::Vector4KeyMap::MapType::const_iterator it = keys.lower_bound(time);
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if (it != keys.end())
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{
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float aTime = it->first;
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const Nif::KeyT<osg::Vec4f>* aKey = &it->second;
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assert (it != keys.begin()); // Shouldn't happen, was checked at beginning of this function
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Nif::Vector4KeyMap::MapType::const_iterator last = --it;
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float aLastTime = last->first;
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const Nif::KeyT<osg::Vec4f>* aLastKey = &last->second;
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float a = (time - aLastTime) / (aTime - aLastTime);
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return aLastKey->mValue + ((aKey->mValue - aLastKey->mValue) * a);
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}
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else
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return keys.rbegin()->second.mValue;
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}
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void ParticleColorAffector::operate(osgParticle::Particle* particle, double /* dt */)
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{
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float time = static_cast<float>(particle->getAge()/particle->getLifeTime());
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osg::Vec4f color = interpolate(time, mData.mKeyMap.mKeys);
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particle->setColorRange(osgParticle::rangev4(color, color));
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}
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GravityAffector::GravityAffector(const Nif::NiGravity *gravity)
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: mForce(gravity->mForce)
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, mType(static_cast<ForceType>(gravity->mType))
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, mPosition(gravity->mPosition)
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, mDirection(gravity->mDirection)
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{
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}
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GravityAffector::GravityAffector()
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: mForce(0), mType(Type_Wind)
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{
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}
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GravityAffector::GravityAffector(const GravityAffector ©, const osg::CopyOp ©op)
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: osgParticle::Operator(copy, copyop)
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{
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*this = copy;
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}
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void GravityAffector::beginOperate(osgParticle::Program* program)
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{
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bool absolute = (program->getReferenceFrame() == osgParticle::ParticleProcessor::ABSOLUTE_RF);
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if (mType == Type_Wind)
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mCachedWorldPositionDirection = absolute ? program->rotateLocalToWorld(mDirection) : mDirection;
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else // Type_Point
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mCachedWorldPositionDirection = absolute ? program->transformLocalToWorld(mPosition) : mPosition;
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}
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void GravityAffector::operate(osgParticle::Particle *particle, double dt)
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{
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switch (mType)
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{
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case Type_Wind:
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particle->addVelocity(mCachedWorldPositionDirection * mForce * dt);
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break;
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case Type_Point:
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{
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osg::Vec3f diff = mCachedWorldPositionDirection - particle->getPosition();
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diff.normalize();
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particle->addVelocity(diff * mForce * dt);
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break;
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}
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}
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}
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}
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@ -0,0 +1,137 @@
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#ifndef OPENMW_COMPONENTS_NIFOSG_PARTICLE_H
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#define OPENMW_COMPONENTS_NIFOSG_PARTICLE_H
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#include <osgParticle/Particle>
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#include <osgParticle/Shooter>
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#include <osgParticle/Operator>
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#include <osg/NodeCallback>
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#include <components/nif/nifkey.hpp>
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#include <components/nif/data.hpp>
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namespace Nif
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{
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class NiGravity;
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}
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namespace NifOsg
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{
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// HACK: Particle doesn't allow setting the initial age, but we need this for loading the particle system state
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class ParticleAgeSetter : public osgParticle::Particle
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{
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public:
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ParticleAgeSetter(float age)
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: Particle()
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{
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_t0 = age;
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}
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};
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// Node callback used to set the inverse of the parent's world matrix on the MatrixTransform
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// that the callback is attached to. Used for certain particle systems,
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// so that the particles do not move with the node they are attached to.
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class InverseWorldMatrix : public osg::NodeCallback
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{
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public:
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InverseWorldMatrix()
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{
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}
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InverseWorldMatrix(const InverseWorldMatrix& copy, const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY)
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: osg::NodeCallback(), osg::Object()
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{
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}
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META_Object(NifOsg, InverseWorldMatrix)
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void operator()(osg::Node* node, osg::NodeVisitor* nv);
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};
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class ParticleShooter : public osgParticle::Shooter
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{
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public:
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ParticleShooter(float minSpeed, float maxSpeed, float horizontalDir, float horizontalAngle, float verticalDir, float verticalAngle,
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float lifetime, float lifetimeRandom);
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ParticleShooter();
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ParticleShooter(const Shooter& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(NifOsg, ParticleShooter)
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virtual void shoot(osgParticle::Particle* particle) const;
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private:
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float mMinSpeed;
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float mMaxSpeed;
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float mHorizontalDir;
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float mHorizontalAngle;
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float mVerticalDir;
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float mVerticalAngle;
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float mLifetime;
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float mLifetimeRandom;
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};
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class GrowFadeAffector : public osgParticle::Operator
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{
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public:
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GrowFadeAffector(float growTime, float fadeTime);
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GrowFadeAffector();
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GrowFadeAffector(const GrowFadeAffector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(NifOsg, GrowFadeAffector)
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virtual void beginOperate(osgParticle::Program* program);
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virtual void operate(osgParticle::Particle* particle, double dt);
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private:
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float mGrowTime;
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float mFadeTime;
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float mCachedDefaultSize;
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};
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class ParticleColorAffector : public osgParticle::Operator
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{
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public:
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ParticleColorAffector(const Nif::NiColorData* clrdata);
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ParticleColorAffector();
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ParticleColorAffector(const ParticleColorAffector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(NifOsg, ParticleColorAffector)
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// TODO: very similar to vec3 version, refactor to a template
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osg::Vec4f interpolate(const float time, const Nif::Vector4KeyMap::MapType& keys);
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virtual void operate(osgParticle::Particle* particle, double dt);
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private:
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Nif::NiColorData mData;
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};
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class GravityAffector : public osgParticle::Operator
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{
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public:
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GravityAffector(const Nif::NiGravity* gravity);
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GravityAffector();
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GravityAffector(const GravityAffector& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(NifOsg, GravityAffector)
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virtual void operate(osgParticle::Particle* particle, double dt);
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virtual void beginOperate(osgParticle::Program *);
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private:
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float mForce;
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enum ForceType {
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Type_Wind,
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Type_Point
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};
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ForceType mType;
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osg::Vec3f mPosition;
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osg::Vec3f mDirection;
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osg::Vec3f mCachedWorldPositionDirection;
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};
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}
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#endif
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