gremlin/libs/spark/include/Core/SPK_Zone.h

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2011-01-05 22:02:10 +00:00
//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// This software is provided 'as-is', without any express or implied //
// warranty. In no event will the authors be held liable for any damages //
// arising from the use of this software. //
// //
// Permission is granted to anyone to use this software for any purpose, //
// including commercial applications, and to alter it and redistribute it //
// freely, subject to the following restrictions: //
// //
// 1. The origin of this software must not be misrepresented; you must not //
// claim that you wrote the original software. If you use this software //
// in a product, an acknowledgment in the product documentation would be //
// appreciated but is not required. //
// 2. Altered source versions must be plainly marked as such, and must not be //
// misrepresented as being the original software. //
// 3. This notice may not be removed or altered from any source distribution. //
//////////////////////////////////////////////////////////////////////////////////
#ifndef H_SPK_ZONE
#define H_SPK_ZONE
#include "Core/SPK_DEF.h"
#include "Core/SPK_Registerable.h"
#include "Core/SPK_Transformable.h"
#include "Core/SPK_Vector3D.h"
namespace SPK
{
class Particle;
/**
* @class Zone
* @brief An abstract class that defines a zone in space
*
* A Zone is used in SPARK to :
* <ul>
* <li>define the area of an Emitter</li>
* <li>define the area of a Modifier</li>
* </ul>
*/
class SPK_PREFIX Zone : public Registerable, public Transformable
{
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief Default constructor for Zone
* @param position : the position of the Zone
*/
Zone(const Vector3D& position = Vector3D());
////////////////
// Destructor //
////////////////
/** @brief Destructor of Zone */
virtual inline ~Zone() {}
////////////
// Setter //
////////////
/**
* @brief Sets the position of this Zone
* @param v : the position of this Zone
*/
virtual inline void setPosition(const Vector3D& v);
/////////////
// Getters //
/////////////
/**
* @brief Gets the position of this Zone
* @return the position of this Zone
*/
inline const Vector3D& getPosition() const;
/**
* @brief Gets the transformed position of this Zone
* @return the transformed position of this Zone
* @since 1.03.00
*/
inline const Vector3D& getTransformedPosition() const;
///////////////
// Interface //
///////////////
/**
* @brief Randomly generates a position inside this Zone for a given Particle
* @param particle : the Particle whose position will be generated
* @param full : true to generate a position in the whole volume of this Zone, false to generate a position only at borders
*/
virtual void generatePosition(Particle& particle,bool full) const = 0;
/**
* @brief Checks whether a point is within the Zone
* @param point : the point to check
* @return true if the point is within the Zone, false otherwise
*/
virtual bool contains(const Vector3D& point) const = 0;
/**
* @brief Checks whether a line intersects the Zone
*
* The intersection is computed only if the Vector3D* intersection is not NULL.<br>
* The normal is computed if the Vector3D* normal AND intersection are not NULL.
*
* @param v0 : start of the line
* @param v1 : end of the line
* @param intersection : the Vector3D where the intersection will be stored, NULL not to compute the intersection
* @param normal : the Vector3D where the normal will be stored, NULL not to compute the normal
* @return true if the line intersects with the Zone, false otherwise
*/
virtual bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const = 0;
/**
* @brief Moves a point at the border of the Zone
* @param point : the point that will be moved to the border of the Zone
* @param inside : true to move the point inside the Zone of APPROXIMATION_VALUE, false to move it outside of APPROXIMATION_VALUE
*/
virtual void moveAtBorder(Vector3D& point,bool inside) const = 0;
/**
* @brief Computes the normal for the point
* @param point : the point from where the normal is computed
* @return the normal vector
* @since 1.02.00
*/
virtual Vector3D computeNormal(const Vector3D& point) const = 0;
protected :
/** @brief Value used for approximation */
static const float APPROXIMATION_VALUE;
/**
* @brief A helper static method to normalize a Vector3D
*
* If the Vector3D is NULL, a random normal Vector3D is set.<br>
* The randomness is guaranteed to be uniformely distributed.
*
* @param v : the Vector3D to normalize or randomize if not normalizable
* @since 1.03.00
*/
static inline void normalizeOrRandomize(Vector3D& v);
virtual inline void innerUpdateTransform();
private :
Vector3D position;
Vector3D tPosition; // transformed position
};
inline void Zone::setPosition(const Vector3D& v)
{
position = tPosition = v;
notifyForUpdate();
}
inline const Vector3D& Zone::getPosition() const
{
return position;
}
inline const Vector3D& Zone::getTransformedPosition() const
{
return tPosition;
}
inline void Zone::normalizeOrRandomize(Vector3D& v)
{
while(!v.normalize())
{
do v = Vector3D(random(-1.0f,1.0f),random(-1.0f,1.0f),random(-1.0f,1.0f));
while (v.getSqrNorm() > 1.0f);
}
}
inline void Zone::innerUpdateTransform()
{
transformPos(tPosition,position);
}
}
#endif