118 lines
3.4 KiB
C++
118 lines
3.4 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_SPHERE
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#define H_SPK_SPHERE
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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 Sphere
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* @brief A Zone defining a sphere in the universe
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*/
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class SPK_PREFIX Sphere : public Zone
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{
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SPK_IMPLEMENT_REGISTERABLE(Sphere)
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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 Sphere
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* @param position : position of the center of the Sphere
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* @param radius : radius of the Sphere
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*/
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Sphere(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),float radius = 0.0f);
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/**
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* @brief Creates and registers a new Sphere
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* @param position : position of the center of the Sphere
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* @param radius : radius of the Sphere
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* @return A new registered Sphere
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* @since 1.04.00
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*/
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static inline Sphere* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),float radius = 0.0f);
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////////////
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// Setter //
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////////////
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/**
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* @brief Sets the radius of this Sphere
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*
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* A negative radius will be clamped to 0.0f and the Sphere will therefore acts as a Point.
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*
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* @param radius : the radius of this Sphere
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*/
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inline void setRadius(float radius);
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////////////
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// Getter //
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////////////
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/**
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* @brief Gets the radius of this Sphere
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* @return the radius of this Sphere
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*/
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inline float getRadius() 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 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 Vector3D computeNormal(const Vector3D& point) const;
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private :
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float radius;
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};
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inline Sphere* Sphere::create(const Vector3D& position,float radius)
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{
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Sphere* obj = new Sphere(position,radius);
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registerObject(obj);
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return obj;
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}
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inline void Sphere::setRadius(float radius)
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{
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this->radius = radius >= 0.0f ? radius : 0.0f;
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}
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inline float Sphere::getRadius() const
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{
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return radius;
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}
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}
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#endif
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