//////////////////////////////////////////////////////////////////////////////////
// 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_LINE
#define H_SPK_LINE
#include "Core/SPK_Zone.h"
namespace SPK
{
/**
* @class Line
* @brief A Zone defining a line in the universe
*
* As any Zone, a Line is defined by a position. The Line in itself is defined by two bounds.
* Moving the position results in moving the 2 bounds in the universe by the same vector.
*
* To conform with the Zone class (the position is defined as the center of the Zone), the position is always set to
* be the center of the line. Therefore, if a bound is modified, the position will be modified as well.
*
* @since 1.01.00
*/
class SPK_PREFIX Line : public Zone
{
SPK_IMPLEMENT_REGISTERABLE(Line)
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief Constructor of Line
* @param p0 : the first bound of this Line
* @param p1 : the second bound of this Line
*/
Line(const Vector3D& p0 = Vector3D(0.0f,0.0f,0.0f),const Vector3D& p1 = Vector3D(0.0f,0.0f,0.0f));
/**
* @brief Creates and registers a new Line
* @param p0 : the first bound of this Line
* @param p1 : the second bound of this Line
* @since 1.04.00
*/
static inline Line* create(const Vector3D& p0 = Vector3D(0.0f,0.0f,0.0f),const Vector3D& p1 = Vector3D(0.0f,0.0f,0.0f));
/////////////
// Setters //
/////////////
void setPosition(const Vector3D& v);
/**
* @brief Sets the bounds of this Line
* @param p0 : the first bound of this Line
* @param p1 : the second bound of this Line
*/
void setBounds(const Vector3D& p0,const Vector3D& p1);
/////////////
// Getters //
/////////////
/**
* @brief Gets the bound of index of this Line
* @param index : the index of the bound (0 or 1)
* @return the first bound of index of this Line
* @since 1.03.00
*/
inline const Vector3D& getBound(size_t index) const;
/**
* @brief Gets the transformed bound of index of this Line
* @param index : the index of the bound (0 or 1)
* @return the transformed bound of index of this Line
* @since 1.03.00
*/
inline const Vector3D& getTransformedBound(size_t index) const;
///////////////
// Interface //
///////////////
/**
* @brief Pushes a new bound to this Line
*
* This method replaces the first bound by the second bound and the second bound by the new bound.
* It allows to follow the trajectory of a moving object over time with a single Line.
*
* @param bound : the new bound of this Line
*/
void pushBound(const Vector3D& bound);
virtual 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;
protected :
virtual void innerUpdateTransform();
private :
Vector3D bounds[2];
Vector3D tBounds[2];
Vector3D tDist;
inline void computeDist();
inline void computePosition();
};
inline Line* Line::create(const Vector3D& p0,const Vector3D& p1)
{
Line* obj = new Line(p0,p1);
registerObject(obj);
return obj;
}
inline const Vector3D& Line::getBound(size_t index) const
{
return bounds[index];
}
inline const Vector3D& Line::getTransformedBound(size_t index) const
{
return tBounds[index];
}
inline bool Line::contains(const Vector3D& v) const
{
return false;
}
inline bool Line::intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const
{
return false;
}
inline void Line::moveAtBorder(Vector3D& v,bool inside) const {}
inline void Line::computeDist()
{
tDist = tBounds[1] - tBounds[0];
}
inline void Line::computePosition()
{
Zone::setPosition((bounds[0] + bounds[1]) * 0.5f);
}
}
#endif