gremlin/libs/spark/include/Extensions/Emitters/SPK_SphericEmitter.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_SPHERICEMITTER
#define H_SPK_SPHERICEMITTER
#include "Core/SPK_Emitter.h"
namespace SPK
{
/**
* @class SphericEmitter
* @brief An Emitter that emits particles in a portion of sphere
*
* This Emitter can emit particles in a spheric way.
* To do that 2 angles and a direction Vector3D can be parametered :
* <ul>
* <li>The direction Vector3D defines the direction of the emitter.</li>
* <li>The angles defines the area in between which wil be emitted the particles velocities.</li>
* </ul>
* Here are a few examples :
* <ul>
* <li><i>0 and 2 * PI</i> will define a complete sphere ie equivalent to a RandomEmitter</li>
* <li><i>0 and 0</i> will define a Emitter equivalent to a StraightEmitter</li>
* <li><i>PI and PI</i> will define a disk</li>
* <li><i>PI / 2 and PI / 2</i> will define a Cone of angle PI / 2</li>
* <li>...</li>
* </ul>
*/
class SPK_PREFIX SphericEmitter : public Emitter
{
SPK_IMPLEMENT_REGISTERABLE(SphericEmitter)
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief Constructor of SphericEmitter
* @param direction : the direction of the SphericEmitter
* @param angleA : the first angle in radians of the SphericEmitter
* @param angleB : the second angle in radians of the SphericEmitter
*/
SphericEmitter(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f),float angleA = 0.0f,float angleB = 0.0f);
/**
* @brief Creates and registers a new SphericEmitter
* @param direction : the direction of the SphericEmitter
* @param angleA : the first angle in radians of the SphericEmitter
* @param angleB : the second angle in radians of the SphericEmitter
* @since 1.04.00
*/
static inline SphericEmitter* create(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f),float angleA = 0.0f,float angleB = 0.0f);
/////////////
// Setters //
/////////////
/**
* @brief Sets the direction of this SphericEmitter
*
* Note that it is not necessary to provide a normalized Vector3D.
* This Vector3D only indicates a direction, its norm does not matter.
*
* @param direction : the direction of this SphericEmitter
*/
void setDirection(const Vector3D& direction);
/**
* @brief Sets the angles of this SphericEmitter
*
* Note that angles are clamped between 0 and 2 * PI
* AngleA does not have to be inferior to angleB, it has no importance as angles are sorted within the method.
*
* @param angleA : the first angle in radians of this SphericEmitter
* @param angleB : the second angle in radians of this SphericEmitter
*/
void setAngles(float angleA,float angleB);
/////////////
// Getters //
/////////////
/**
* @brief Gets the direction of this SphericEmitter
* @return the direction of this SphericEmitter
*/
inline const Vector3D& getDirection() const;
/**
* @brief Gets the direction of this SphericEmitter
* @return the direction of this SphericEmitter
*/
inline const Vector3D& getTransformedDirection() const;
/**
* @brief Gets the minimum angle of this SphericEmitter
* @return the minimum angle of this SphericEmitter
*/
inline float getAngleMin() const;
/**
* @brief Gets the maximum angle of this SphericEmitter
* @return the maximum angle of this SphericEmitter
*/
inline float getAngleMax() const;
protected :
virtual void innerUpdateTransform();
private :
static const float PI;
Vector3D direction;
Vector3D tDirection; // transformed direction
float angleMin;
float angleMax;
float cosAngleMin;
float cosAngleMax;
float matrix[9];
void computeMatrix();
virtual void generateVelocity(Particle& particle,float speed) const;
};
inline SphericEmitter* SphericEmitter::create(const Vector3D& direction,float angleA,float angleB)
{
SphericEmitter* obj = new SphericEmitter(direction,angleA,angleB);
registerObject(obj);
return obj;
}
inline const Vector3D& SphericEmitter::getDirection() const
{
return direction;
}
inline const Vector3D& SphericEmitter::getTransformedDirection() const
{
return tDirection;
}
inline float SphericEmitter::getAngleMin() const
{
return angleMin;
}
inline float SphericEmitter::getAngleMax() const
{
return angleMax;
}
}
#endif