text: //////////////////////////////////////////////////////////////////////////////////
  // SPARK particle engine														//
  // Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com				//
  //																				//
  // This software is provided 'as-is', without any express or implied			//
  // warranty.  In no event will the authors be held liable for any damages		//
  // arising from the use of this software.										//
  //																				//
  // Permission is granted to anyone to use this software for any purpose,		//
  // including commercial applications, and to alter it and redistribute it		//
  // freely, subject to the following restrictions:								//
  //																				//
  // 1. The origin of this software must not be misrepresented; you must not		//
  //    claim that you wrote the original software. If you use this software		//
  //    in a product, an acknowledgment in the product documentation would be		//
  //    appreciated but is not required.											//
  // 2. Altered source versions must be plainly marked as such, and must not be	//
  //    misrepresented as being the original software.							//
  // 3. This notice may not be removed or altered from any source distribution.	//
  //////////////////////////////////////////////////////////////////////////////////
  
  
  #ifndef H_SPK_PLANE
  #define H_SPK_PLANE
  
  #include "Core/SPK_Zone.h"
  #include "Core/SPK_Particle.h"
  
  namespace SPK
  {
  	/**
  	* @class Plane
  	* @brief A Zone defining a plane in the universe
  	*
  	* A Plane is defined by 2 parameters :
  	* <ul>
  	* <li>A Position is the universe</li>
  	* <li>A Normal</li>
  	* </ul>
  	* The defined Plane is the Plane having the normal and passing by the position.<br>
  	* The direction of the normal defines the sens of the plane. The normal goes from inside the Plane to outside.<br>
  	* <br>
  	* Note that the normal does not have to be normalized as it is normalized internally when set.
  	*/
  	class SPK_PREFIX Plane : public Zone
  	{
  		SPK_IMPLEMENT_REGISTERABLE(Plane)
  
  	public :
  
  		//////////////////
  		// Constructors //
  		//////////////////
  
  		/**
  		* @brief Constructor of Plane
  		* @param position : the position of the Plane
  		* @param normal : the normal of the Plane
  		*/
  		Plane(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f));
  
  		/**
  		* @brief Creates and registers a new Plane
  		* @param position : the position of the Plane
  		* @param normal : the normal of the Plane
  		* @return a new registered plane
  		* @since 1.04.00
  		*/
  		static Plane* create(const Vector3D& position = Vector3D(0.0f,0.0f,0.0f),const Vector3D& normal = Vector3D(0.0f,1.0f,0.0f));
  
  		/////////////
  		// Setters //
  		/////////////
  
  		/**
  		* @brief Sets the normal of this Plane
  		*
  		* Note that the normal is normalized internally.
  		*
  		* @param normal :  the normal of this Plane
  		*/
  		void setNormal(const Vector3D& normal);
  
  		/////////////
  		// Getters //
  		/////////////
  
  		/**
  		* @brief Gets the normal of this Plane
  		* @return the normal of this Plane
  		*/
  		const Vector3D& getNormal() const;
  
  		/**
  		* @brief Gets the transformed normal of this Plane
  		* @return the transformed normal of this Plane
  		* @since 1.05.00
  		*/
  		const Vector3D& getTransformedNormal() const;
  
  		///////////////
  		// Interface //
  		///////////////
  
  		virtual void generatePosition(Particle& particle,bool full) const;
  		virtual bool contains(const Vector3D& v) const;
  		virtual bool intersects(const Vector3D& v0,const Vector3D& v1,Vector3D* intersection,Vector3D* normal) const;
  		virtual void moveAtBorder(Vector3D& v,bool inside) const;
  		virtual Vector3D computeNormal(const Vector3D& point) const;
  
  	protected :
  
  		virtual void innerUpdateTransform();
  
  	private :
  
  		Vector3D normal;
  		Vector3D tNormal;
  	};
  
  
  	inline Plane* Plane::create(const Vector3D& position,const Vector3D& normal)
  	{
  		Plane* obj = new Plane(position,normal);
  		registerObject(obj);
  		return obj;
  	}
  		
  	inline void Plane::setNormal(const Vector3D& normal)
  	{
  		this->normal = normal;
  		this->normal.normalize();
  		tNormal = this->normal;
  		notifyForUpdate();
  	}
  
  	inline const Vector3D& Plane::getNormal() const
  	{
  		return normal;
  	}
  
  	inline const Vector3D& Plane::getTransformedNormal() const
  	{
  		return tNormal;
  	}
  
  	inline void Plane::generatePosition(Particle& particle,bool full) const
  	{
  		particle.position() = getTransformedPosition();
  	}
  
  	inline bool Plane::contains(const Vector3D& v) const
  	{
  		return dotProduct(normal,v - getTransformedPosition()) <= 0.0f;
  	}
  
  	inline Vector3D Plane::computeNormal(const Vector3D& point) const
  	{
  		return tNormal;
  	}
  }
  
  #endif
  