/usr/include/osgParticle/FluidProgram is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 | /* -*-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
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