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