//////////////////////////////////////////////////////////////////////////////////
// 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_COLLISION
#define H_SPK_COLLISION
#include "Core/SPK_Modifier.h"
#include "Core/SPK_Particle.h"
namespace SPK
{
/**
* @class Collision
* @brief A Modifier that perfoms particle against particle collisions in the Group
*
* The collision between particles uses the size of the particle to determine its radius.
* The radius of a particle is computed as follows :
* radius = size * scale * 0.5f
*
* Moreover the mass ratio of two particles colliding is used to get realistic collision.
*
* The collision can be set as being elastic or inelastic. This is determined thanks to the elasticity of this modifier :
*
* - An elasticity of 1.0f means the collision is fully elastic
* - An elasticity of 0.0f means the collision is fully inelastic
* - An elasticity superior to 1.0f means the collision creates energy. It is physically not possible but can however be set
* - An elasticity inferior to 0.0f has no sens and cannot be set
* - To simulate collisions the elasticity will generally be set between ]0.0f,1.0f[ depending on the material of the particle
*
* Note that collision particle vs particles requires intensive processing.
* Moreover the algorithm has a complexity that badly scales which means processing times increase fastly as particles count increase.
* Tries to limitate the number of particles to perform collision on. More than 1000 particles can require a lot of processing time even of recent hardware.
*
* The accuracy of the collisions is better with small update steps.
* Therefore try to keep the update time small by for instance multiplying the number of updates per frame.
*
* @since 1.04.00
*/
class SPK_PREFIX Collision : public Modifier
{
SPK_IMPLEMENT_REGISTERABLE(Collision)
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief Constructor of the Collision modifier
* @param scale : the scale of the particles
* @param elasticity : the elasticity of the collisions
*/
Collision(float scale = 1.0f,float elasticity = 1.0f);
/**
* @brief Creates and registers a new Collision
* @param scale : the scale of the particles
* @param elasticity : the elasticity of the collisions
* @since 1.04.00
*/
static inline Collision* create(float scale = 1.0f,float elasticity = 1.0f);
/////////////
// Setters //
/////////////
/**
* @brief Sets the scale of particles to compute their radius
*
* The radius of a particle is computed as follows :
* radius = size * scale * 0.5f
*
* @param scale : the scale of the particles
*/
inline void setScale(float scale);
/**
* @brief Sets the elasticity of the collisions
*
* The elasticity of the collisions refers to the coefficient of restitution (also called bounciness).
* See the class description for more information.
*
* @param elasticity : the elasticity of the collisions
*/
inline void setElasticity(float elasticity);
/////////////
// Getters //
/////////////
/**
* @brief Gets the elasticity of the collisions
* @return the elasticity of the collisions
*/
inline float getElasticity() const;
/**
* @brief Gets the scale applied on particle radius
* @return the scale
*/
inline float getScale() const;
private :
float elasticity;
float scale;
virtual void modify(Particle& particle,float deltaTime) const;
static inline void getMinMax(const Vector3D& v0,const Vector3D& v1,Vector3D& min,Vector3D& max);
static inline bool checkBoundingRect(const Vector3D& min1,const Vector3D& max1,const Vector3D& min2,const Vector3D& max2);
};
inline Collision* Collision::create(float scale,float elasticity)
{
Collision* obj = new Collision(scale,elasticity);
registerObject(obj);
return obj;
}
inline void Collision::setElasticity(float elasticity)
{
if (elasticity >= 0.0f)
this->elasticity = elasticity;
}
inline void Collision::setScale(float scale)
{
this->scale = scale;
}
inline float Collision::getElasticity() const
{
return elasticity;
}
inline float Collision::getScale() const
{
return scale;
}
}
#endif