164 lines
4.7 KiB
C++
164 lines
4.7 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_PLANE
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#define H_SPK_PLANE
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#include "Core/SPK_Zone.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 Plane
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* @brief A Zone defining a plane in the universe
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*
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* A Plane is defined by 2 parameters :
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* <ul>
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* <li>A Position is the universe</li>
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* <li>A Normal</li>
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* </ul>
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* The defined Plane is the Plane having the normal and passing by the position.<br>
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* The direction of the normal defines the sens of the plane. The normal goes from inside the Plane to outside.<br>
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* <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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class SPK_PREFIX Plane : public Zone
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{
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SPK_IMPLEMENT_REGISTERABLE(Plane)
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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 Plane
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* @param position : the position of the Plane
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* @param normal : the normal of the Plane
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*/
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Plane(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f));
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/**
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* @brief Creates and registers a new Plane
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* @param position : the position of the Plane
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* @param normal : the normal of the Plane
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* @return a new registered plane
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* @since 1.04.00
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*/
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static inline Plane* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f));
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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 this Plane
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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 this Plane
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*/
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inline void setNormal(const Vector3D& normal);
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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 Plane
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* @return the normal of this Plane
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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 Plane
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* @return the transformed normal of this Plane
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* @since 1.05.00
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*/
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inline const Vector3D& getTransformedNormal() const;
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///////////////
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// Interface //
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///////////////
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virtual inline 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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};
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inline Plane* Plane::create(const Vector3D& position,const Vector3D& normal)
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{
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Plane* obj = new Plane(position,normal);
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registerObject(obj);
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return obj;
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}
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inline void Plane::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& Plane::getNormal() const
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{
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return normal;
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}
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inline const Vector3D& Plane::getTransformedNormal() const
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{
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return tNormal;
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}
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inline void Plane::generatePosition(Particle& particle,bool full) const
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{
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particle.position() = getTransformedPosition();
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}
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inline bool Plane::contains(const Vector3D& v) const
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{
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return dotProduct(normal,v - getTransformedPosition()) <= 0.0f;
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}
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inline Vector3D Plane::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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