gremlin/libs/spark/include/Extensions/Zones/SPK_Sphere.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_SPHERE
#define H_SPK_SPHERE
#include "Core/SPK_Zone.h"
namespace SPK
{
/**
* @class Sphere
* @brief A Zone defining a sphere in the universe
*/
class SPK_PREFIX Sphere : public Zone
{
SPK_IMPLEMENT_REGISTERABLE(Sphere)
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief Constructor of Sphere
* @param position : position of the center of the Sphere
* @param radius : radius of the Sphere
*/
Sphere(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),float radius = 0.0f);
/**
* @brief Creates and registers a new Sphere
* @param position : position of the center of the Sphere
* @param radius : radius of the Sphere
* @return A new registered Sphere
* @since 1.04.00
*/
static inline Sphere* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),float radius = 0.0f);
////////////
// Setter //
////////////
/**
* @brief Sets the radius of this Sphere
*
* A negative radius will be clamped to 0.0f and the Sphere will therefore acts as a Point.
*
* @param radius : the radius of this Sphere
*/
inline void setRadius(float radius);
////////////
// Getter //
////////////
/**
* @brief Gets the radius of this Sphere
* @return the radius of this Sphere
*/
inline float getRadius() const;
///////////////
// Interface //
///////////////
virtual void generatePosition(Particle& particle,bool full) const;
virtual 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 Vector3D computeNormal(const Vector3D& point) const;
private :
float radius;
};
inline Sphere* Sphere::create(const Vector3D& position,float radius)
{
Sphere* obj = new Sphere(position,radius);
registerObject(obj);
return obj;
}
inline void Sphere::setRadius(float radius)
{
this->radius = radius >= 0.0f ? radius : 0.0f;
}
inline float Sphere::getRadius() const
{
return radius;
}
}
#endif