gremlin/libs/spark/include/Extensions/Zones/SPK_Ring.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_RING
#define H_SPK_RING
#include "Core/SPK_Zone.h"
namespace SPK
{
/**
* @brief A ZOne defining a flat ring in the universe
*
* A ring is defined by :
* <ul>
* <li>The position of its center</li>
* <li>The normal of the plane on which it lies</li>
* <li>A minimum and maximum radius</li>
* </ul>
* Note that by having the minimum radius equal to 0, the ring becomes a disk in the universe.<br>
* Note that the normal does not have to be normalized as it is normalized internally when set.
*
* @since 1.05.00
*/
class SPK_PREFIX Ring : public Zone
{
SPK_IMPLEMENT_REGISTERABLE(Ring)
public :
//////////////////
// Constructors //
//////////////////
/**
* @brief Constructor of ring
* @param position : the position of the ring
* @param normal : the normal of the plane on which lies the ring
* @param minRadius : the minimum radius of the ring
* @param maxRadius : the maximum radius of the ring
*/
Ring(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f),float minRadius = 0.0f,float maxRadius = 1.0f);
/**
* @brief Creates and registers a new Ring
* @param position : the position of the ring
* @param normal : the normal of the plane on which lies the ring
* @param minRadius : the minimum radius of the ring
* @param maxRadius : the maximum radius of the ring
* @return a new registered ring
*/
static inline Ring* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f),float minRadius = 0.0f,float maxRadius = 1.0f);
/////////////
// Setters //
/////////////
/**
* @brief Sets the normal of the plane on which lies this ring
*
* Note that the normal is normalized internally
*
* @param normal : the normal of the plane on which lies the ring
*/
inline void setNormal(const Vector3D& normal);
/**
* @brief Sets the min and max radius of this ring
*
* A radius cannot be negative.<br>
* Note that negative radius are inverted internally
*
* @param minRadius : the minimum radius of this ring
* @param maxRadius : the maximum radius of this ring
*/
void setRadius(float minRadius,float maxRadius);
/////////////
// Getters //
/////////////
/**
* @brief Gets the normal of this ring
* @return the normal of this ring
*/
inline const Vector3D& getNormal() const;
/**
* @brief Gets the transformed normal of this ring
* @return the transformed normal of this ring
*/
inline const Vector3D& getTransformedNormal() const;
/**
* @brief Gets the minimum radius of this ring
* @return the minimum radius of this ring
*/
inline float getMinRadius() const;
/**
* @brief Gets the maximum radius of this ring
* @return the maximum radius of this ring
*/
inline float getMaxRadius() const;
///////////////
// Interface //
///////////////
virtual void generatePosition(Particle& particle,bool full) const;
virtual inline bool contains(const Vector3D& v) const;
virtual bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const;
virtual void moveAtBorder(Vector3D& v,bool inside) const;
virtual inline Vector3D computeNormal(const Vector3D& point) const;
protected :
virtual void innerUpdateTransform();
private :
Vector3D normal;
Vector3D tNormal;
float minRadius;
float maxRadius;
// Square of the radius (for optimization purpose)
float sqrMinRadius;
float sqrMaxRadius;
};
inline Ring* Ring::create(const Vector3D& position,const Vector3D& normal,float minRadius,float maxRadius)
{
Ring* obj = new Ring(position,normal,minRadius,maxRadius);
registerObject(obj);
return obj;
}
inline void Ring::setNormal(const Vector3D& normal)
{
this->normal = normal;
this->normal.normalize();
tNormal = this->normal;
notifyForUpdate();
}
inline const Vector3D& Ring::getNormal() const
{
return normal;
}
inline const Vector3D& Ring::getTransformedNormal() const
{
return tNormal;
}
inline float Ring::getMinRadius() const
{
return minRadius;
}
inline float Ring::getMaxRadius() const
{
return maxRadius;
}
inline bool Ring::contains(const Vector3D& v) const
{
return false;
}
inline Vector3D Ring::computeNormal(const Vector3D& point) const
{
return tNormal;
}
}
#endif