////////////////////////////////////////////////////////////////////////////////// // 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_ZONE #define H_SPK_ZONE #include "Core/SPK_DEF.h" #include "Core/SPK_Registerable.h" #include "Core/SPK_Transformable.h" #include "Core/SPK_Vector3D.h" namespace SPK { class Particle; /** * @class Zone * @brief An abstract class that defines a zone in space * * A Zone is used in SPARK to : * */ class SPK_PREFIX Zone : public Registerable, public Transformable { public : ///////////////// // Constructor // ///////////////// /** * @brief Default constructor for Zone * @param position : the position of the Zone */ Zone(const Vector3D& position = Vector3D()); //////////////// // Destructor // //////////////// /** @brief Destructor of Zone */ virtual inline ~Zone() {} //////////// // Setter // //////////// /** * @brief Sets the position of this Zone * @param v : the position of this Zone */ virtual inline void setPosition(const Vector3D& v); ///////////// // Getters // ///////////// /** * @brief Gets the position of this Zone * @return the position of this Zone */ inline const Vector3D& getPosition() const; /** * @brief Gets the transformed position of this Zone * @return the transformed position of this Zone * @since 1.03.00 */ inline const Vector3D& getTransformedPosition() const; /////////////// // Interface // /////////////// /** * @brief Randomly generates a position inside this Zone for a given Particle * @param particle : the Particle whose position will be generated * @param full : true to generate a position in the whole volume of this Zone, false to generate a position only at borders */ virtual void generatePosition(Particle& particle,bool full) const = 0; /** * @brief Checks whether a point is within the Zone * @param point : the point to check * @return true if the point is within the Zone, false otherwise */ virtual bool contains(const Vector3D& point) const = 0; /** * @brief Checks whether a line intersects the Zone * * The intersection is computed only if the Vector3D* intersection is not NULL.
* The normal is computed if the Vector3D* normal AND intersection are not NULL. * * @param v0 : start of the line * @param v1 : end of the line * @param intersection : the Vector3D where the intersection will be stored, NULL not to compute the intersection * @param normal : the Vector3D where the normal will be stored, NULL not to compute the normal * @return true if the line intersects with the Zone, false otherwise */ virtual bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const = 0; /** * @brief Moves a point at the border of the Zone * @param point : the point that will be moved to the border of the Zone * @param inside : true to move the point inside the Zone of APPROXIMATION_VALUE, false to move it outside of APPROXIMATION_VALUE */ virtual void moveAtBorder(Vector3D& point,bool inside) const = 0; /** * @brief Computes the normal for the point * @param point : the point from where the normal is computed * @return the normal vector * @since 1.02.00 */ virtual Vector3D computeNormal(const Vector3D& point) const = 0; protected : /** @brief Value used for approximation */ static const float APPROXIMATION_VALUE; /** * @brief A helper static method to normalize a Vector3D * * If the Vector3D is NULL, a random normal Vector3D is set.
* The randomness is guaranteed to be uniformely distributed. * * @param v : the Vector3D to normalize or randomize if not normalizable * @since 1.03.00 */ static inline void normalizeOrRandomize(Vector3D& v); virtual inline void innerUpdateTransform(); private : Vector3D position; Vector3D tPosition; // transformed position }; inline void Zone::setPosition(const Vector3D& v) { position = tPosition = v; notifyForUpdate(); } inline const Vector3D& Zone::getPosition() const { return position; } inline const Vector3D& Zone::getTransformedPosition() const { return tPosition; } inline void Zone::normalizeOrRandomize(Vector3D& v) { while(!v.normalize()) { do v = Vector3D(random(-1.0f,1.0f),random(-1.0f,1.0f),random(-1.0f,1.0f)); while (v.getSqrNorm() > 1.0f); } } inline void Zone::innerUpdateTransform() { transformPos(tPosition,position); } } #endif