//////////////////////////////////////////////////////////////////////////////////
// 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_PLANE
#define H_SPK_PLANE
#include "Core/SPK_Zone.h"
#include "Core/SPK_Particle.h"
namespace SPK
{
/**
* @class Plane
* @brief A Zone defining a plane in the universe
*
* A Plane is defined by 2 parameters :
*
* - A Position is the universe
* - A Normal
*
* The defined Plane is the Plane having the normal and passing by the position.
* The direction of the normal defines the sens of the plane. The normal goes from inside the Plane to outside.
*
* Note that the normal does not have to be normalized as it is normalized internally when set.
*/
class SPK_PREFIX Plane : public Zone
{
SPK_IMPLEMENT_REGISTERABLE(Plane)
public :
//////////////////
// Constructors //
//////////////////
/**
* @brief Constructor of Plane
* @param position : the position of the Plane
* @param normal : the normal of the Plane
*/
Plane(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f));
/**
* @brief Creates and registers a new Plane
* @param position : the position of the Plane
* @param normal : the normal of the Plane
* @return a new registered plane
* @since 1.04.00
*/
static inline Plane* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f));
/////////////
// Setters //
/////////////
/**
* @brief Sets the normal of this Plane
*
* Note that the normal is normalized internally.
*
* @param normal : the normal of this Plane
*/
inline void setNormal(const Vector3D& normal);
/////////////
// Getters //
/////////////
/**
* @brief Gets the normal of this Plane
* @return the normal of this Plane
*/
inline const Vector3D& getNormal() const;
/**
* @brief Gets the transformed normal of this Plane
* @return the transformed normal of this Plane
* @since 1.05.00
*/
inline const Vector3D& getTransformedNormal() const;
///////////////
// Interface //
///////////////
virtual inline void generatePosition(Particle& particle,bool full) const;
virtual inline bool contains(const Vector3D& v) const;
virtual bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const;
virtual void moveAtBorder(Vector3D& v,bool inside) const;
virtual inline Vector3D computeNormal(const Vector3D& point) const;
protected :
virtual void innerUpdateTransform();
private :
Vector3D normal;
Vector3D tNormal;
};
inline Plane* Plane::create(const Vector3D& position,const Vector3D& normal)
{
Plane* obj = new Plane(position,normal);
registerObject(obj);
return obj;
}
inline void Plane::setNormal(const Vector3D& normal)
{
this->normal = normal;
this->normal.normalize();
tNormal = this->normal;
notifyForUpdate();
}
inline const Vector3D& Plane::getNormal() const
{
return normal;
}
inline const Vector3D& Plane::getTransformedNormal() const
{
return tNormal;
}
inline void Plane::generatePosition(Particle& particle,bool full) const
{
particle.position() = getTransformedPosition();
}
inline bool Plane::contains(const Vector3D& v) const
{
return dotProduct(normal,v - getTransformedPosition()) <= 0.0f;
}
inline Vector3D Plane::computeNormal(const Vector3D& point) const
{
return tNormal;
}
}
#endif