184 lines
5.6 KiB
C
184 lines
5.6 KiB
C
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//////////////////////////////////////////////////////////////////////////////////
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// SPARK particle engine //
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// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
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// //
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// This software is provided 'as-is', without any express or implied //
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// warranty. In no event will the authors be held liable for any damages //
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// arising from the use of this software. //
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// //
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// Permission is granted to anyone to use this software for any purpose, //
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// including commercial applications, and to alter it and redistribute it //
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// freely, subject to the following restrictions: //
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// //
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// 1. The origin of this software must not be misrepresented; you must not //
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// claim that you wrote the original software. If you use this software //
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// in a product, an acknowledgment in the product documentation would be //
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// appreciated but is not required. //
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// 2. Altered source versions must be plainly marked as such, and must not be //
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// misrepresented as being the original software. //
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// 3. This notice may not be removed or altered from any source distribution. //
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//////////////////////////////////////////////////////////////////////////////////
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#ifndef H_SPK_SPHERICEMITTER
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#define H_SPK_SPHERICEMITTER
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#include "Core/SPK_Emitter.h"
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namespace SPK
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{
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/**
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* @class SphericEmitter
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* @brief An Emitter that emits particles in a portion of sphere
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*
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* This Emitter can emit particles in a spheric way.
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* To do that 2 angles and a direction Vector3D can be parametered :
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* <ul>
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* <li>The direction Vector3D defines the direction of the emitter.</li>
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* <li>The angles defines the area in between which wil be emitted the particles velocities.</li>
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* </ul>
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* Here are a few examples :
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* <ul>
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* <li><i>0 and 2 * PI</i> will define a complete sphere ie equivalent to a RandomEmitter</li>
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* <li><i>0 and 0</i> will define a Emitter equivalent to a StraightEmitter</li>
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* <li><i>PI and PI</i> will define a disk</li>
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* <li><i>PI / 2 and PI / 2</i> will define a Cone of angle PI / 2</li>
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* <li>...</li>
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* </ul>
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*/
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class SPK_PREFIX SphericEmitter : public Emitter
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{
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SPK_IMPLEMENT_REGISTERABLE(SphericEmitter)
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public :
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/////////////////
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// Constructor //
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/////////////////
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/**
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* @brief Constructor of SphericEmitter
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* @param direction : the direction of the SphericEmitter
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* @param angleA : the first angle in radians of the SphericEmitter
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* @param angleB : the second angle in radians of the SphericEmitter
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*/
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SphericEmitter(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f),float angleA = 0.0f,float angleB = 0.0f);
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/**
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* @brief Creates and registers a new SphericEmitter
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* @param direction : the direction of the SphericEmitter
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* @param angleA : the first angle in radians of the SphericEmitter
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* @param angleB : the second angle in radians of the SphericEmitter
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* @since 1.04.00
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*/
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static inline SphericEmitter* create(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f),float angleA = 0.0f,float angleB = 0.0f);
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/////////////
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// Setters //
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/////////////
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/**
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* @brief Sets the direction of this SphericEmitter
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*
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* Note that it is not necessary to provide a normalized Vector3D.
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* This Vector3D only indicates a direction, its norm does not matter.
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*
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* @param direction : the direction of this SphericEmitter
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*/
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void setDirection(const Vector3D& direction);
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/**
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* @brief Sets the angles of this SphericEmitter
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*
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* Note that angles are clamped between 0 and 2 * PI
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* AngleA does not have to be inferior to angleB, it has no importance as angles are sorted within the method.
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*
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* @param angleA : the first angle in radians of this SphericEmitter
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* @param angleB : the second angle in radians of this SphericEmitter
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*/
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void setAngles(float angleA,float angleB);
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/////////////
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// Getters //
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/////////////
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/**
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* @brief Gets the direction of this SphericEmitter
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* @return the direction of this SphericEmitter
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*/
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inline const Vector3D& getDirection() const;
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/**
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* @brief Gets the direction of this SphericEmitter
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* @return the direction of this SphericEmitter
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*/
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inline const Vector3D& getTransformedDirection() const;
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/**
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* @brief Gets the minimum angle of this SphericEmitter
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* @return the minimum angle of this SphericEmitter
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*/
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inline float getAngleMin() const;
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/**
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* @brief Gets the maximum angle of this SphericEmitter
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* @return the maximum angle of this SphericEmitter
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*/
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inline float getAngleMax() const;
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protected :
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virtual void innerUpdateTransform();
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private :
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static const float PI;
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Vector3D direction;
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Vector3D tDirection; // transformed direction
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float angleMin;
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float angleMax;
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float cosAngleMin;
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float cosAngleMax;
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float matrix[9];
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void computeMatrix();
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virtual void generateVelocity(Particle& particle,float speed) const;
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};
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inline SphericEmitter* SphericEmitter::create(const Vector3D& direction,float angleA,float angleB)
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{
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SphericEmitter* obj = new SphericEmitter(direction,angleA,angleB);
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registerObject(obj);
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return obj;
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}
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inline const Vector3D& SphericEmitter::getDirection() const
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{
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return direction;
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}
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inline const Vector3D& SphericEmitter::getTransformedDirection() const
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{
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return tDirection;
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}
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inline float SphericEmitter::getAngleMin() const
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{
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return angleMin;
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}
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inline float SphericEmitter::getAngleMax() const
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{
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return angleMax;
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}
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}
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#endif
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