////////////////////////////////////////////////////////////////////////////////// // 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 : * * 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