////////////////////////////////////////////////////////////////////////////////// // 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_SPHERE #define H_SPK_SPHERE #include "Core/SPK_Zone.h" namespace SPK { /** * @class Sphere * @brief A Zone defining a sphere in the universe */ class SPK_PREFIX Sphere : public Zone { SPK_IMPLEMENT_REGISTERABLE(Sphere) public : ///////////////// // Constructor // ///////////////// /** * @brief Constructor of Sphere * @param position : position of the center of the Sphere * @param radius : radius of the Sphere */ Sphere(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),float radius = 0.0f); /** * @brief Creates and registers a new Sphere * @param position : position of the center of the Sphere * @param radius : radius of the Sphere * @return A new registered Sphere * @since 1.04.00 */ static inline Sphere* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),float radius = 0.0f); //////////// // Setter // //////////// /** * @brief Sets the radius of this Sphere * * A negative radius will be clamped to 0.0f and the Sphere will therefore acts as a Point. * * @param radius : the radius of this Sphere */ inline void setRadius(float radius); //////////// // Getter // //////////// /** * @brief Gets the radius of this Sphere * @return the radius of this Sphere */ inline float getRadius() const; /////////////// // Interface // /////////////// virtual void generatePosition(Particle& particle,bool full) const; virtual 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 Vector3D computeNormal(const Vector3D& point) const; private : float radius; }; inline Sphere* Sphere::create(const Vector3D& position,float radius) { Sphere* obj = new Sphere(position,radius); registerObject(obj); return obj; } inline void Sphere::setRadius(float radius) { this->radius = radius >= 0.0f ? radius : 0.0f; } inline float Sphere::getRadius() const { return radius; } } #endif