198 lines
5.8 KiB
C++
198 lines
5.8 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_ZONE
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#define H_SPK_ZONE
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#include "Core/SPK_DEF.h"
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#include "Core/SPK_Registerable.h"
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#include "Core/SPK_Transformable.h"
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#include "Core/SPK_Vector3D.h"
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namespace SPK
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{
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class Particle;
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/**
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* @class Zone
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* @brief An abstract class that defines a zone in space
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*
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* A Zone is used in SPARK to :
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* <ul>
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* <li>define the area of an Emitter</li>
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* <li>define the area of a Modifier</li>
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* </ul>
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*/
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class SPK_PREFIX Zone : public Registerable, public Transformable
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{
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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 Default constructor for Zone
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* @param position : the position of the Zone
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*/
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Zone(const Vector3D& position = Vector3D());
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////////////////
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// Destructor //
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////////////////
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/** @brief Destructor of Zone */
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virtual inline ~Zone() {}
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////////////
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// Setter //
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////////////
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/**
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* @brief Sets the position of this Zone
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* @param v : the position of this Zone
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*/
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virtual inline void setPosition(const Vector3D& v);
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/////////////
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// Getters //
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/////////////
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/**
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* @brief Gets the position of this Zone
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* @return the position of this Zone
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*/
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inline const Vector3D& getPosition() const;
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/**
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* @brief Gets the transformed position of this Zone
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* @return the transformed position of this Zone
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* @since 1.03.00
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*/
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inline const Vector3D& getTransformedPosition() const;
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///////////////
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// Interface //
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///////////////
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/**
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* @brief Randomly generates a position inside this Zone for a given Particle
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* @param particle : the Particle whose position will be generated
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* @param full : true to generate a position in the whole volume of this Zone, false to generate a position only at borders
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*/
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virtual void generatePosition(Particle& particle,bool full) const = 0;
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/**
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* @brief Checks whether a point is within the Zone
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* @param point : the point to check
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* @return true if the point is within the Zone, false otherwise
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*/
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virtual bool contains(const Vector3D& point) const = 0;
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/**
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* @brief Checks whether a line intersects the Zone
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*
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* The intersection is computed only if the Vector3D* intersection is not NULL.<br>
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* The normal is computed if the Vector3D* normal AND intersection are not NULL.
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*
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* @param v0 : start of the line
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* @param v1 : end of the line
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* @param intersection : the Vector3D where the intersection will be stored, NULL not to compute the intersection
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* @param normal : the Vector3D where the normal will be stored, NULL not to compute the normal
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* @return true if the line intersects with the Zone, false otherwise
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*/
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virtual bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const = 0;
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/**
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* @brief Moves a point at the border of the Zone
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* @param point : the point that will be moved to the border of the Zone
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* @param inside : true to move the point inside the Zone of APPROXIMATION_VALUE, false to move it outside of APPROXIMATION_VALUE
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*/
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virtual void moveAtBorder(Vector3D& point,bool inside) const = 0;
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/**
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* @brief Computes the normal for the point
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* @param point : the point from where the normal is computed
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* @return the normal vector
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* @since 1.02.00
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*/
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virtual Vector3D computeNormal(const Vector3D& point) const = 0;
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protected :
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/** @brief Value used for approximation */
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static const float APPROXIMATION_VALUE;
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/**
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* @brief A helper static method to normalize a Vector3D
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*
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* If the Vector3D is NULL, a random normal Vector3D is set.<br>
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* The randomness is guaranteed to be uniformely distributed.
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*
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* @param v : the Vector3D to normalize or randomize if not normalizable
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* @since 1.03.00
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*/
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static inline void normalizeOrRandomize(Vector3D& v);
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virtual inline void innerUpdateTransform();
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private :
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Vector3D position;
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Vector3D tPosition; // transformed position
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};
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inline void Zone::setPosition(const Vector3D& v)
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{
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position = tPosition = v;
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notifyForUpdate();
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}
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inline const Vector3D& Zone::getPosition() const
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{
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return position;
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}
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inline const Vector3D& Zone::getTransformedPosition() const
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{
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return tPosition;
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}
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inline void Zone::normalizeOrRandomize(Vector3D& v)
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{
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while(!v.normalize())
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{
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do v = Vector3D(random(-1.0f,1.0f),random(-1.0f,1.0f),random(-1.0f,1.0f));
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while (v.getSqrNorm() > 1.0f);
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}
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}
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inline void Zone::innerUpdateTransform()
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{
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transformPos(tPosition,position);
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}
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}
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#endif
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