gremlin/libs/spark/include/Extensions/Zones/SPK_Point.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_POINT
#define H_SPK_POINT
#include "Core/SPK_Zone.h"
#include "Core/SPK_Particle.h"
namespace SPK
{
/**
* @class Point
* @brief A Zone defining a point in the universe
*/
class SPK_PREFIX Point : public Zone
{
SPK_IMPLEMENT_REGISTERABLE(Point)
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief Constructor of Point
* @param position : the position of the Point
*/
Point(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f));
/**
* @brief Creates and registers a new Point
* @param position : the position of the Point
* @return A new registered Point
* @since 1.04.00
*/
static inline Point* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f));
// Interface
virtual inline void generatePosition(Particle& particle,bool full) const;
virtual inline bool contains(const Vector3D& v) const;
virtual inline bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const;
virtual inline void moveAtBorder(Vector3D& v,bool inside) const;
virtual Vector3D computeNormal(const Vector3D& point) const;
};
inline Point* Point::create(const Vector3D& position)
{
Point* obj = new Point(position);
registerObject(obj);
return obj;
}
inline void Point::generatePosition(Particle& particle,bool full) const
{
particle.position() = getTransformedPosition();
}
inline bool Point::contains(const Vector3D& v) const
{
return false;
}
inline bool Point::intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const
{
return false;
}
inline void Point::moveAtBorder(Vector3D& v,bool inside) const {}
}
#endif