////////////////////////////////////////////////////////////////////////////////// // 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_POINT #define H_SPK_POINT #include "Core/SPK_Zone.h" #include "Core/SPK_Particle.h" namespace SPK { /** * @class Point * @brief A Zone defining a point in the universe */ class SPK_PREFIX Point : public Zone { SPK_IMPLEMENT_REGISTERABLE(Point) public : ///////////////// // Constructor // ///////////////// /** * @brief Constructor of Point * @param position : the position of the Point */ Point(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f)); /** * @brief Creates and registers a new Point * @param position : the position of the Point * @return A new registered Point * @since 1.04.00 */ static inline Point* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f)); // Interface virtual inline void generatePosition(Particle& particle,bool full) const; virtual inline bool contains(const Vector3D& v) const; virtual inline bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const; virtual inline void moveAtBorder(Vector3D& v,bool inside) const; virtual Vector3D computeNormal(const Vector3D& point) const; }; inline Point* Point::create(const Vector3D& position) { Point* obj = new Point(position); registerObject(obj); return obj; } inline void Point::generatePosition(Particle& particle,bool full) const { particle.position() = getTransformedPosition(); } inline bool Point::contains(const Vector3D& v) const { return false; } inline bool Point::intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const { return false; } inline void Point::moveAtBorder(Vector3D& v,bool inside) const {} } #endif