/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __BillboardParticleRenderer_H__ #define __BillboardParticleRenderer_H__ #include "OgrePrerequisites.h" #include "OgreParticleSystemRenderer.h" #include "OgreBillboardSet.h" namespace Ogre { /** Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. @remarks This renderer has a few more options than the standard particle system, which will be passed to it automatically when the particle system itself does not understand them. */ class _OgreExport BillboardParticleRenderer : public ParticleSystemRenderer { protected: /// The billboard set that's doing the rendering BillboardSet* mBillboardSet; public: BillboardParticleRenderer(); ~BillboardParticleRenderer(); /** Command object for billboard type (see ParamCommand).*/ class _OgrePrivate CmdBillboardType : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for common direction (see ParamCommand).*/ class _OgrePrivate CmdCommonDirection : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Sets the type of billboard to render. @remarks The default sort of billboard (BBT_POINT), always has both x and y axes parallel to the camera's local axes. This is fine for 'point' style billboards (e.g. flares, smoke, anything which is symmetrical about a central point) but does not look good for billboards which have an orientation (e.g. an elongated raindrop). In this case, the oriented billboards are more suitable (BBT_ORIENTED_COMMON or BBT_ORIENTED_SELF) since they retain an independant Y axis and only the X axis is generated, perpendicular to both the local Y and the camera Z. @param bbt The type of billboard to render */ void setBillboardType(BillboardType bbt); /** Returns the billboard type in use. */ BillboardType getBillboardType(void) const; /** Sets the point which acts as the origin point for all billboards in this set. @remarks This setting controls the fine tuning of where a billboard appears in relation to it's position. It could be that a billboard's position represents it's center (e.g. for fireballs), it could mean the center of the bottom edge (e.g. a tree which is positioned on the ground), the top-left corner (e.g. a cursor). @par The default setting is BBO_CENTER. @param origin A member of the BillboardOrigin enum specifying the origin for all the billboards in this set. */ void setBillboardOrigin(BillboardOrigin origin) { mBillboardSet->setBillboardOrigin(origin); } /** Gets the point which acts as the origin point for all billboards in this set. @returns A member of the BillboardOrigin enum specifying the origin for all the billboards in this set. */ BillboardOrigin getBillboardOrigin(void) const { return mBillboardSet->getBillboardOrigin(); } /** Use this to specify the common direction given to billboards of type BBT_ORIENTED_COMMON. @remarks Use BBT_ORIENTED_COMMON when you want oriented billboards but you know they are always going to be oriented the same way (e.g. rain in calm weather). It is faster for the system to calculate the billboard vertices if they have a common direction. @param vec The direction for all billboards. */ void setCommonDirection(const Vector3& vec); /** Gets the common direction for all billboards (BBT_ORIENTED_COMMON) */ const Vector3& getCommonDirection(void) const; /// @copydoc ParticleSystemRenderer::getType const String& getType(void) const; /// @copydoc ParticleSystemRenderer::_updateRenderQueue void _updateRenderQueue(RenderQueue* queue, std::list& currentParticles, bool cullIndividually); /// @copydoc ParticleSystemRenderer::_setMaterial void _setMaterial(MaterialPtr& mat); /// @copydoc ParticleSystemRenderer::_notifyCurrentCamera void _notifyCurrentCamera(Camera* cam); /// @copydoc ParticleSystemRenderer::_notifyParticleRotated void _notifyParticleRotated(void); /// @copydoc ParticleSystemRenderer::_notifyParticleResized void _notifyParticleResized(void); /// @copydoc ParticleSystemRenderer::_notifyParticleQuota void _notifyParticleQuota(size_t quota); /// @copydoc ParticleSystemRenderer::_notifyAttached void _notifyAttached(Node* parent, bool isTagPoint = false); /// @copydoc ParticleSystemRenderer::_notifyDefaultDimensions void _notifyDefaultDimensions(Real width, Real height); /// @copydoc ParticleSystemRenderer::setRenderQueueGroup void setRenderQueueGroup(RenderQueueGroupID queueID); protected: static CmdBillboardType msBillboardTypeCmd; static CmdCommonDirection msCommonDirectionCmd; }; /** Factory class for BillboardParticleRenderer */ class _OgreExport BillboardParticleRendererFactory : public ParticleSystemRendererFactory { public: /// @copydoc FactoryObj::getType const String& getType() const; /// @copydoc FactoryObj::createInstance ParticleSystemRenderer* createInstance( const String& name ); /// @copydoc FactoryObj::destroyInstance void destroyInstance( ParticleSystemRenderer* inst); }; } #endif