199 lines
5.7 KiB
C++
199 lines
5.7 KiB
C++
//////////////////////////////////////////////////////////////////////////////////
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// SPARK particle engine //
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// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
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// //
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// This software is provided 'as-is', without any express or implied //
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// warranty. In no event will the authors be held liable for any damages //
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// arising from the use of this software. //
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// //
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// Permission is granted to anyone to use this software for any purpose, //
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// including commercial applications, and to alter it and redistribute it //
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// freely, subject to the following restrictions: //
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// //
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// 1. The origin of this software must not be misrepresented; you must not //
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// claim that you wrote the original software. If you use this software //
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// in a product, an acknowledgment in the product documentation would be //
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// appreciated but is not required. //
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// 2. Altered source versions must be plainly marked as such, and must not be //
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// misrepresented as being the original software. //
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// 3. This notice may not be removed or altered from any source distribution. //
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//////////////////////////////////////////////////////////////////////////////////
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#ifndef H_SPK_RING
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#define H_SPK_RING
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#include "Core/SPK_Zone.h"
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namespace SPK
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{
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/**
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* @brief A ZOne defining a flat ring in the universe
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*
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* A ring is defined by :
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* <ul>
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* <li>The position of its center</li>
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* <li>The normal of the plane on which it lies</li>
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* <li>A minimum and maximum radius</li>
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* </ul>
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* Note that by having the minimum radius equal to 0, the ring becomes a disk in the universe.<br>
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* Note that the normal does not have to be normalized as it is normalized internally when set.
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*
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* @since 1.05.00
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*/
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class SPK_PREFIX Ring : public Zone
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{
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SPK_IMPLEMENT_REGISTERABLE(Ring)
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public :
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//////////////////
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// Constructors //
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//////////////////
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/**
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* @brief Constructor of ring
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* @param position : the position of the ring
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* @param normal : the normal of the plane on which lies the ring
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* @param minRadius : the minimum radius of the ring
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* @param maxRadius : the maximum radius of the ring
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*/
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Ring(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f),float minRadius = 0.0f,float maxRadius = 1.0f);
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/**
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* @brief Creates and registers a new Ring
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* @param position : the position of the ring
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* @param normal : the normal of the plane on which lies the ring
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* @param minRadius : the minimum radius of the ring
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* @param maxRadius : the maximum radius of the ring
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* @return a new registered ring
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*/
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static inline Ring* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f),float minRadius = 0.0f,float maxRadius = 1.0f);
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/////////////
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// Setters //
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/////////////
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/**
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* @brief Sets the normal of the plane on which lies this ring
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*
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* Note that the normal is normalized internally
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*
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* @param normal : the normal of the plane on which lies the ring
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*/
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inline void setNormal(const Vector3D& normal);
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/**
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* @brief Sets the min and max radius of this ring
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*
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* A radius cannot be negative.<br>
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* Note that negative radius are inverted internally
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*
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* @param minRadius : the minimum radius of this ring
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* @param maxRadius : the maximum radius of this ring
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*/
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void setRadius(float minRadius,float maxRadius);
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/////////////
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// Getters //
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/////////////
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/**
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* @brief Gets the normal of this ring
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* @return the normal of this ring
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*/
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inline const Vector3D& getNormal() const;
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/**
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* @brief Gets the transformed normal of this ring
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* @return the transformed normal of this ring
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*/
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inline const Vector3D& getTransformedNormal() const;
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/**
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* @brief Gets the minimum radius of this ring
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* @return the minimum radius of this ring
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*/
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inline float getMinRadius() const;
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/**
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* @brief Gets the maximum radius of this ring
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* @return the maximum radius of this ring
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*/
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inline float getMaxRadius() const;
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///////////////
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// Interface //
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///////////////
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virtual void generatePosition(Particle& particle,bool full) const;
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virtual inline bool contains(const Vector3D& v) const;
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virtual bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const;
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virtual void moveAtBorder(Vector3D& v,bool inside) const;
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virtual inline Vector3D computeNormal(const Vector3D& point) const;
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protected :
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virtual void innerUpdateTransform();
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private :
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Vector3D normal;
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Vector3D tNormal;
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float minRadius;
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float maxRadius;
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// Square of the radius (for optimization purpose)
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float sqrMinRadius;
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float sqrMaxRadius;
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};
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inline Ring* Ring::create(const Vector3D& position,const Vector3D& normal,float minRadius,float maxRadius)
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{
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Ring* obj = new Ring(position,normal,minRadius,maxRadius);
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registerObject(obj);
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return obj;
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}
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inline void Ring::setNormal(const Vector3D& normal)
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{
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this->normal = normal;
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this->normal.normalize();
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tNormal = this->normal;
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notifyForUpdate();
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}
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inline const Vector3D& Ring::getNormal() const
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{
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return normal;
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}
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inline const Vector3D& Ring::getTransformedNormal() const
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{
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return tNormal;
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}
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inline float Ring::getMinRadius() const
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{
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return minRadius;
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}
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inline float Ring::getMaxRadius() const
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{
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return maxRadius;
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}
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inline bool Ring::contains(const Vector3D& v) const
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{
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return false;
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}
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inline Vector3D Ring::computeNormal(const Vector3D& point) const
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{
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return tNormal;
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}
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}
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#endif
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