gremlin/libs/spark/include/Extensions/Modifiers/SPK_Vortex.h

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//////////////////////////////////////////////////////////////////////////////////
// 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_VORTEX
#define H_SPK_VORTEX
#include "Core/SPK_Modifier.h"
namespace SPK
{
/**
* @brief A modifier defining a vortex in the universe
*
* A vortex is a spinning flow around a center. Its center (its eye) is defined as a line in the universe.<br>
* In addition to its center line, a vortex is defined by 2 speeds :
* <ul>
* <li>the rotation speed which defines the speed of rotation around the vortex eye.</li>
* <li>the attraction speed which defined the speeds at which a particle is attracted by the eye (or repeled).</li>
* </ul>
* The rotation speed can be defined either in units per second or in radians per seconds. In the first case,
* the closer to the eye particles are, the faster they will spin around. In the second case, the speed is constant.<br>
* <br>
* The attraction speed can be either constant or linear (function of the distance to the eye). In the second case,
* the farther particles are from the eye, the faster the are attracted (or repeled). First case can be assimilated
* to a Archimedes' spiral while second is more a logarithmic spiral (Bernoulli's).
* <br>
* The vertex eye radius can be defined. The user has also the possibility to tell the vortex to destroy particles
* that enter its eye automatically.<br>
* <br>
* Note that this modifier does not update particle's velocity. Therefore particles modified by a vortex does not have any inertia.<br>
* This is because defining an accurate vortex in a discrete environment cannot be performed by using the derivatives of the position and velocity.
*
* @since 1.05.00
*/
class SPK_PREFIX Vortex : public Modifier
{
SPK_IMPLEMENT_REGISTERABLE(Vortex)
public :
//////////////////
// Constructors //
//////////////////
/**
* @brief Constructor of vortex
* @param position : the position of the eye
* @param direction : the direction of the eye
* @param rotationSpeed : the speed of rotation
* @param attractionSpeed : the speed of attraction
*/
Vortex(const Vector3D& position = Vector3D(),const Vector3D& direction = Vector3D(0.0f,1.0f,0.0f),float rotationSpeed = 1.0f,float attractionSpeed = 0.0f);
/**
* @brief Creates and registers a new Vortex
* @param position : the position of the eye
* @param direction : the direction of the eye
* @param rotationSpeed : the speed of rotation
* @param attractionSpeed : the speed of attraction
* @return a new registered vortex
*/
static inline Vortex* create(const Vector3D& position = Vector3D(),const Vector3D& direction = Vector3D(0.0f,1.0f,0.0f),float rotationSpeed = 1.0f,float attractionSpeed = 0.0f);
/////////////
// Setters //
/////////////
/**
* @brief Sets the position of the eye of the vortex
*
* The eye of the vortex is an infinite line defined by a position and a direction.
*
* @param position : the position of the eye of the vortex
*/
inline void setPosition(const Vector3D& position);
/**
* @brief Sets the direction of the eye of the vortex
*
* The eye of the vortex is an infinite line defined by a position and a direction.<br>
* Note that the direction is normalized internally.
*
* @param direction : the direction of the eye of the vortex
*/
inline void setDirection(const Vector3D& direction);
/**
* @brief Sets the rotation speed of the vortex
*
* The rotation speed can either be in units per second or in radians per second (angular).<br>
* In the case the rotation speed is angular, all particles are rotated around the eye at the same speed.<br>
* In the other case, the more particles are close to the eye, the faster they rotate.<br>
* <br>
* The sens of rotation is defined by the sens of the speed (and depends also on whether we are in a right or left handed system).<br>
* A speed of 0 means no rotation.
*
* @param rotationSpeed : the speed of rotation (either in units per unit of time or in radians per unit of time dependent on the second parameter)
* @param angular : true to have the rotation in radians per unit of time, false to have it in unit per unit of time.
*/
inline void setRotationSpeed(float rotationSpeed,bool angular);
/**
* @brief Sets the attraction speed of the vortex
*
* The attraction speed is the speed that move particles towards the eye of the vortex.<br>
* It can either be constant or linear (function of the distance of the particle from the eye).<br>
* <br>
* A constant attraction speed is defined in units per unit of time,
* a linear attraction speed is also defined in units per unit of time and the value is the speed at a distance of 1.0f from the eye.<br>
* <br>
* A negative speed means particles are repelled by the eye.<br>
* A speed of 0.0f means particles are neither attracted nor repelled by the eye of the vortex.
*
* @param attractionSpeed : the attraction speed of the vortex in units per unit of time
* @param linear : true to set the speed function of the distance from the eye, false to set it constant
*/
inline void setAttractionSpeed(float attractionSpeed,bool linear);
/**
* @brief Sets the eye radius
*
* Note that an negative radius is inverted internally
*
* @param eyeRadius : the eye radius
*/
inline void setEyeRadius(float eyeRadius);
/**
* @brief Tells whether particles is the eye must be killed or not
* @param kill : true to kill particles in the eye, false not to
*/
inline void enableParticleKilling(bool kill);
/////////////
// Getters //
/////////////
/**
* @brief Gets the position of the eye
* @return the position of the eye
*/
inline const Vector3D& getPosition() const;
/**
* @brief Gets the direction of the eye
* @return the direction of the eye (normalized)
*/
inline const Vector3D& getDirection() const;
/**
* @brief Gets the transformed position of the eye
* @return the transformed position of the eye
*/
inline const Vector3D& getTransformedPosition() const;
/**
* @brief Gets the transformed direction of the eye
* @return the transformed direction of the eye (normalized)
*/
inline const Vector3D& getTransformedDirection() const;
/**
* @brief Gets the rotation speed
* @return the rotation speed
*/
inline float getRotationSpeed() const;
/**
* @brief Gets the attraction speed
* @return the attraction speed
*/
inline float getAttractionSpeed() const;
/**
* @brief Tells whether rotation speed is angular
* @return true if rotation speed is angular, false if not
*/
inline bool isRotationSpeedAngular() const;
/**
* @brief Tells whether attraction speed is function of the distance from the eye
* @return true if attraction speed is linear, false if it is constant
*/
inline bool isAttractionSpeedLinear() const;
/**
* @brief Returns the eye radius
* @return the eye radius
*/
inline float getEyeRadius() const;
/**
* @brief Tells whether particles are killed when in the eye
* @return true if particles are killed in the eye, false if not
*/
inline bool isParticleKillingEnabled() const;
protected :
virtual void innerUpdateTransform();
private :
Vector3D position;
Vector3D direction;
Vector3D tPosition;
Vector3D tDirection;
float rotationSpeed;
float attractionSpeed;
bool angularSpeedEnabled;
bool linearSpeedEnabled;
float eyeRadius;
bool killingParticleEnabled;
virtual void modify(Particle& particle,float deltaTime) const;
};
inline Vortex* Vortex::create(const Vector3D& position,const Vector3D& direction,float rotationSpeed,float attractionSpeed)
{
Vortex* obj = new Vortex(position,direction,rotationSpeed,attractionSpeed);
registerObject(obj);
return obj;
}
inline void Vortex::setPosition(const Vector3D& position)
{
this->position = position;
tPosition = this->position;
notifyForUpdate();
}
inline void Vortex::setDirection(const Vector3D& direction)
{
this->direction = direction;
this->direction.normalize();
tDirection = this->direction;
notifyForUpdate();
}
inline void Vortex::setRotationSpeed(float rotationSpeed,bool angular)
{
this->rotationSpeed = rotationSpeed;
angularSpeedEnabled = angular;
}
inline void Vortex::setAttractionSpeed(float attractionSpeed,bool linear)
{
this->attractionSpeed = attractionSpeed;
linearSpeedEnabled = linear;
}
inline void Vortex::setEyeRadius(float eyeRadius)
{
if (eyeRadius < 0.0f) eyeRadius = -eyeRadius;
this->eyeRadius = eyeRadius;
}
inline void Vortex::enableParticleKilling(bool kill)
{
killingParticleEnabled = kill;
}
inline const Vector3D& Vortex::getPosition() const
{
return position;
}
inline const Vector3D& Vortex::getDirection() const
{
return direction;
}
inline const Vector3D& Vortex::getTransformedPosition() const
{
return tPosition;
}
inline const Vector3D& Vortex::getTransformedDirection() const
{
return tDirection;
}
inline float Vortex::getRotationSpeed() const
{
return rotationSpeed;
}
inline float Vortex::getAttractionSpeed() const
{
return attractionSpeed;
}
inline bool Vortex::isRotationSpeedAngular() const
{
return angularSpeedEnabled;
}
inline bool Vortex::isAttractionSpeedLinear() const
{
return linearSpeedEnabled;
}
inline float Vortex::getEyeRadius() const
{
return eyeRadius;
}
inline bool Vortex::isParticleKillingEnabled() const
{
return killingParticleEnabled;
}
}
#endif