////////////////////////////////////////////////////////////////////////////////// // 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_PLANE #define H_SPK_PLANE #include "Core/SPK_Zone.h" #include "Core/SPK_Particle.h" namespace SPK { /** * @class Plane * @brief A Zone defining a plane in the universe * * A Plane is defined by 2 parameters : * * The defined Plane is the Plane having the normal and passing by the position.
* The direction of the normal defines the sens of the plane. The normal goes from inside the Plane to outside.
*
* Note that the normal does not have to be normalized as it is normalized internally when set. */ class SPK_PREFIX Plane : public Zone { SPK_IMPLEMENT_REGISTERABLE(Plane) public : ////////////////// // Constructors // ////////////////// /** * @brief Constructor of Plane * @param position : the position of the Plane * @param normal : the normal of the Plane */ Plane(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f)); /** * @brief Creates and registers a new Plane * @param position : the position of the Plane * @param normal : the normal of the Plane * @return a new registered plane * @since 1.04.00 */ static inline Plane* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f)); ///////////// // Setters // ///////////// /** * @brief Sets the normal of this Plane * * Note that the normal is normalized internally. * * @param normal : the normal of this Plane */ inline void setNormal(const Vector3D& normal); ///////////// // Getters // ///////////// /** * @brief Gets the normal of this Plane * @return the normal of this Plane */ inline const Vector3D& getNormal() const; /** * @brief Gets the transformed normal of this Plane * @return the transformed normal of this Plane * @since 1.05.00 */ inline const Vector3D& getTransformedNormal() const; /////////////// // Interface // /////////////// virtual inline 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; }; inline Plane* Plane::create(const Vector3D& position,const Vector3D& normal) { Plane* obj = new Plane(position,normal); registerObject(obj); return obj; } inline void Plane::setNormal(const Vector3D& normal) { this->normal = normal; this->normal.normalize(); tNormal = this->normal; notifyForUpdate(); } inline const Vector3D& Plane::getNormal() const { return normal; } inline const Vector3D& Plane::getTransformedNormal() const { return tNormal; } inline void Plane::generatePosition(Particle& particle,bool full) const { particle.position() = getTransformedPosition(); } inline bool Plane::contains(const Vector3D& v) const { return dotProduct(normal,v - getTransformedPosition()) <= 0.0f; } inline Vector3D Plane::computeNormal(const Vector3D& point) const { return tNormal; } } #endif