166 lines
5.5 KiB
C++
166 lines
5.5 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_COLLISION
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#define H_SPK_COLLISION
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#include "Core/SPK_Modifier.h"
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#include "Core/SPK_Particle.h"
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namespace SPK
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{
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/**
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* @class Collision
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* @brief A Modifier that perfoms particle against particle collisions in the Group
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*
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* The collision between particles uses the size of the particle to determine its radius.<br>
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* The radius of a particle is computed as follows :
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* <i>radius = size * scale * 0.5f</i><br>
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* <br>
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* Moreover the mass ratio of two particles colliding is used to get realistic collision.<br>
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* <br>
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* The collision can be set as being elastic or inelastic. This is determined thanks to the elasticity of this modifier :
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* <ul>
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* <li>An elasticity of 1.0f means the collision is fully elastic</li>
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* <li>An elasticity of 0.0f means the collision is fully inelastic</li>
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* <li>An elasticity superior to 1.0f means the collision creates energy. It is physically not possible but can however be set</li>
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* <li>An elasticity inferior to 0.0f has no sens and cannot be set</li>
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* <li>To simulate collisions the elasticity will generally be set between ]0.0f,1.0f[ depending on the material of the particle</li>
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* </ul>
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* Note that collision particle vs particles requires intensive processing.
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* Moreover the algorithm has a complexity that badly scales which means processing times increase fastly as particles count increase.<br>
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* Tries to limitate the number of particles to perform collision on. More than 1000 particles can require a lot of processing time even of recent hardware.<br>
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* <br>
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* The accuracy of the collisions is better with small update steps.
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* Therefore try to keep the update time small by for instance multiplying the number of updates per frame.
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*
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* @since 1.04.00
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*/
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class SPK_PREFIX Collision : public Modifier
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{
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SPK_IMPLEMENT_REGISTERABLE(Collision)
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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 the Collision modifier
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* @param scale : the scale of the particles
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* @param elasticity : the elasticity of the collisions
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*/
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Collision(float scale = 1.0f,float elasticity = 1.0f);
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/**
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* @brief Creates and registers a new Collision
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* @param scale : the scale of the particles
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* @param elasticity : the elasticity of the collisions
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* @since 1.04.00
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*/
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static inline Collision* create(float scale = 1.0f,float elasticity = 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 scale of particles to compute their radius
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*
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* The radius of a particle is computed as follows :<br>
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* <i>radius = size * scale * 0.5f</i><br>
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*
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* @param scale : the scale of the particles
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*/
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inline void setScale(float scale);
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/**
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* @brief Sets the elasticity of the collisions
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*
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* The elasticity of the collisions refers to the coefficient of restitution (also called bounciness).<br>
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* See the class description for more information.
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*
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* @param elasticity : the elasticity of the collisions
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*/
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inline void setElasticity(float elasticity);
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/////////////
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// Getters //
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/////////////
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/**
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* @brief Gets the elasticity of the collisions
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* @return the elasticity of the collisions
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*/
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inline float getElasticity() const;
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/**
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* @brief Gets the scale applied on particle radius
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* @return the scale
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*/
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inline float getScale() const;
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private :
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float elasticity;
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float scale;
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virtual void modify(Particle& particle,float deltaTime) const;
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static inline void getMinMax(const Vector3D& v0,const Vector3D& v1,Vector3D& min,Vector3D& max);
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static inline bool checkBoundingRect(const Vector3D& min1,const Vector3D& max1,const Vector3D& min2,const Vector3D& max2);
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};
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inline Collision* Collision::create(float scale,float elasticity)
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{
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Collision* obj = new Collision(scale,elasticity);
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registerObject(obj);
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return obj;
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}
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inline void Collision::setElasticity(float elasticity)
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{
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if (elasticity >= 0.0f)
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this->elasticity = elasticity;
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}
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inline void Collision::setScale(float scale)
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{
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this->scale = scale;
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}
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inline float Collision::getElasticity() const
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{
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return elasticity;
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}
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inline float Collision::getScale() const
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{
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return scale;
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}
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}
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#endif
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