1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 |
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26 | #ifndef __BillboardSet_H__
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27 | #define __BillboardSet_H__
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28 |
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29 | #include "OgrePrerequisites.h"
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30 |
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31 | #include "OgreMovableObject.h"
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32 | #include "OgreRenderable.h"
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33 | #include "OgreRadixSort.h"
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34 | #include "OgreCommon.h"
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35 |
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36 | namespace Ogre {
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37 |
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38 | /** Enum covering what exactly a billboard's position means (center,
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39 | top-left etc).
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40 | @see
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41 | BillboardSet::setBillboardOrigin
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42 | */
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43 | enum BillboardOrigin
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44 | {
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45 | BBO_TOP_LEFT,
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46 | BBO_TOP_CENTER,
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47 | BBO_TOP_RIGHT,
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48 | BBO_CENTER_LEFT,
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49 | BBO_CENTER,
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50 | BBO_CENTER_RIGHT,
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51 | BBO_BOTTOM_LEFT,
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52 | BBO_BOTTOM_CENTER,
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53 | BBO_BOTTOM_RIGHT
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54 | };
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55 | /** The rotation type of billboard. */
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56 | enum BillboardRotationType
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57 | {
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58 | /// Rotate the billboard's vertices around their facing direction
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59 | BBR_VERTEX,
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60 | /// Rotate the billboard's texture coordinates
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61 | BBR_TEXCOORD
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62 | };
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63 | /** The type of billboard to use. */
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64 | enum BillboardType
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65 | {
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66 | /// Standard point billboard (default), always faces the camera completely and is always upright
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67 | BBT_POINT,
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68 | /// Billboards are oriented around a shared direction vector (used as Y axis) and only rotate around this to face the camera
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69 | BBT_ORIENTED_COMMON,
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70 | /// Billboards are oriented around their own direction vector (their own Y axis) and only rotate around this to face the camera
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71 | BBT_ORIENTED_SELF,
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72 | /// Billboards are perpendicular to a shared direction vector (used as Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor
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73 | BBT_PERPENDICULAR_COMMON,
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74 | /// Billboards are perpendicular to their own direction vector (their own Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor
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75 | BBT_PERPENDICULAR_SELF
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76 | };
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77 |
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78 | /** A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material
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79 | and which are fairly close proximity to each other.
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80 | @remarks
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81 | Billboards are rectangles made up of 2 tris which are always facing the given direction. They are typically used
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82 | for special effects like particles. This class collects together a set of billboards with the same (default) dimensions,
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83 | material and relative locality in order to process them more efficiently. The entire set of billboards will be
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84 | culled as a whole (by default, although this can be changed if you want a large set of billboards
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85 | which are spread out and you want them culled individually), individual Billboards have locations which are relative to the set (which itself derives it's
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86 | position from the SceneNode it is attached to since it is a MoveableObject), they will be rendered as a single rendering operation,
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87 | and some calculations will be sped up by the fact that they use the same dimensions so some workings can be reused.
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88 | @par
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89 | A BillboardSet can be created using the SceneManager::createBillboardSet method. They can also be used internally
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90 | by other classes to create effects.
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91 | @note
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92 | Billboard bounds are only automatically calculated when you create them.
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93 | If you modify the position of a billboard you may need to call
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94 | _updateBounds if the billboard moves outside the original bounds.
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95 | Similarly, the bounds do no shrink when you remove a billboard,
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96 | if you want them to call _updateBounds, but note this requires a
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97 | potentially expensive examination of every billboard in the set.
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98 | */
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99 | class _OgreExport BillboardSet : public MovableObject, public Renderable
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100 | {
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101 | protected:
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102 | /** Private constructor (instances cannot be created directly).
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103 | */
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104 | BillboardSet();
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105 |
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106 | /// Bounds of all billboards in this set
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107 | AxisAlignedBox mAABB;
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108 | /// Bounding radius
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109 | Real mBoundingRadius;
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110 |
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111 | /// Origin of each billboard
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112 | BillboardOrigin mOriginType;
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113 | /// Rotation type of each billboard
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114 | BillboardRotationType mRotationType;
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115 |
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116 | /// Default width of each billboard
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117 | Real mDefaultWidth;
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118 | /// Default height of each billboard
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119 | Real mDefaultHeight;
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120 |
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121 | /// Name of the material to use
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122 | String mMaterialName;
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123 | /// Pointer to the material to use
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124 | MaterialPtr mpMaterial;
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125 |
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126 | /// True if no billboards in this set have been resized - greater efficiency.
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127 | bool mAllDefaultSize;
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128 |
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129 | /// Flag indicating whether to autoextend pool
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130 | bool mAutoExtendPool;
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131 |
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132 | /// Flag indicating whether the billboards has to be sorted
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133 | bool mSortingEnabled;
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134 |
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135 | // Use 'true' billboard to cam position facing, rather than camera direcion
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136 | bool mAccurateFacing;
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137 |
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138 | bool mAllDefaultRotation;
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139 | bool mWorldSpace;
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140 |
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141 | typedef std::list<Billboard*> ActiveBillboardList;
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142 | typedef std::list<Billboard*> FreeBillboardList;
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143 | typedef std::vector<Billboard*> BillboardPool;
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144 |
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145 | /** Active billboard list.
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146 | @remarks
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147 | This is a linked list of pointers to billboards in the billboard pool.
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148 | @par
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149 | This allows very fast instertions and deletions from anywhere in the list to activate / deactivate billboards
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150 | (required for particle systems etc) as well as resuse of Billboard instances in the pool
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151 | without construction & destruction which avoids memory thrashing.
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152 | */
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153 | ActiveBillboardList mActiveBillboards;
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154 |
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155 | /** Free billboard queue.
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156 | @remarks
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157 | This contains a list of the billboards free for use as new instances
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158 | as required by the set. Billboard instances are preconstructed up to the estimated size in the
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159 | mBillboardPool vector and are referenced on this deque at startup. As they get used this deque
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160 | reduces, as they get released back to to the set they get added back to the deque.
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161 | */
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162 | FreeBillboardList mFreeBillboards;
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163 |
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164 | /** Pool of billboard instances for use and reuse in the active billboard list.
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165 | @remarks
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166 | This vector will be preallocated with the estimated size of the set,and will extend as required.
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167 | */
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168 | BillboardPool mBillboardPool;
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169 |
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170 | /// The vertex position data for all billboards in this set.
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171 | VertexData* mVertexData;
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172 | /// Shortcut to main buffer (positions, colours, texture coords)
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173 | HardwareVertexBufferSharedPtr mMainBuf;
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174 | /// Locked pointer to buffer
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175 | float* mLockPtr;
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176 | /// Boundary offsets based on origin and camera orientation
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177 | /// Vector3 vLeftOff, vRightOff, vTopOff, vBottomOff;
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178 | /// Final vertex offsets, used where sizes all default to save calcs
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179 | Vector3 mVOffset[4];
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180 | /// Current camera
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181 | Camera* mCurrentCamera;
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182 | // Parametric offsets of origin
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183 | Real mLeftOff, mRightOff, mTopOff, mBottomOff;
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184 | // Camera axes in billboard space
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185 | Vector3 mCamX, mCamY;
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186 | // Camera direction in billboard space
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187 | Vector3 mCamDir;
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188 | // Camera orientation in billboard space
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189 | Quaternion mCamQ;
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190 | // Camera position in billboard space
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191 | Vector3 mCamPos;
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192 |
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193 | /// The vertex index data for all billboards in this set (1 set only)
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194 | //unsigned short* mpIndexes;
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195 | IndexData* mIndexData;
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196 |
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197 | /// Flag indicating whether each billboard should be culled separately (default: false)
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198 | bool mCullIndividual;
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199 |
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200 | typedef std::vector< Ogre::FloatRect > TextureCoordSets;
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201 | TextureCoordSets mTextureCoords;
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202 |
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203 | /// The type of billboard to render
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204 | BillboardType mBillboardType;
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205 |
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206 | /// Common direction for billboards of type BBT_ORIENTED_COMMON and BBT_PERPENDICULAR_COMMON
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207 | Vector3 mCommonDirection;
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208 | /// Common up-vector for billboards of type BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON
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209 | Vector3 mCommonUpVector;
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210 |
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211 | /// Internal method for culling individual billboards
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212 | inline bool billboardVisible(Camera* cam, const Billboard& bill);
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213 |
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214 | // Number of visible billboards (will be == getNumBillboards if mCullIndividual == false)
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215 | unsigned short mNumVisibleBillboards;
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216 |
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217 | /// Internal method for increasing pool size
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218 | virtual void increasePool(unsigned int size);
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219 |
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220 |
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221 | //-----------------------------------------------------------------------
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222 | // The internal methods which follow are here to allow maximum flexibility as to
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223 | // when various components of the calculation are done. Depending on whether the
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224 | // billboards are of fixed size and whether they are point or oriented type will
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225 | // determine how much calculation has to be done per-billboard. NOT a one-size fits all approach.
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226 | //-----------------------------------------------------------------------
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227 | /** Internal method for generating billboard corners.
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228 | @remarks
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229 | Optional parameter pBill is only present for type BBT_ORIENTED_SELF and BBT_PERPENDICULAR_SELF
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230 | */
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231 | void genBillboardAxes(Vector3* pX, Vector3 *pY, const Billboard* pBill = 0);
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232 |
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233 | /** Internal method, generates parametric offsets based on origin.
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234 | */
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235 | void getParametricOffsets(Real& left, Real& right, Real& top, Real& bottom);
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236 |
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237 | /** Internal method for generating vertex data.
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238 | @param offsets Array of 4 Vector3 offsets
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239 | @param bb Referenceto billboard
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240 | */
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241 | void genVertices(const Vector3* const offsets, const Billboard& pBillboard);
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242 |
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243 | /** Internal method generates vertex offsets.
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244 | @remarks
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245 | Takes in parametric offsets as generated from getParametericOffsets, width and height values
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246 | and billboard x and y axes as generated from genBillboardAxes.
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247 | Fills output array of 4 vectors with vector offsets
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248 | from origin for left-top, right-top, left-bottom, right-bottom corners.
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249 | */
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250 | void genVertOffsets(Real inleft, Real inright, Real intop, Real inbottom,
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251 | Real width, Real height,
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252 | const Vector3& x, const Vector3& y, Vector3* pDestVec);
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253 |
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254 |
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255 | /** Sort by direction functor */
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256 | struct SortByDirectionFunctor
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257 | {
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258 | /// Direction to sort in
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259 | Vector3 sortDir;
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260 |
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261 | SortByDirectionFunctor(const Vector3& dir);
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262 | float operator()(Billboard* bill) const;
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263 | };
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264 |
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265 | /** Sort by distance functor */
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266 | struct SortByDistanceFunctor
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267 | {
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268 | /// Position to sort in
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269 | Vector3 sortPos;
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270 |
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271 | SortByDistanceFunctor(const Vector3& pos);
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272 | float operator()(Billboard* bill) const;
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273 | };
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274 |
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275 | static RadixSort<ActiveBillboardList, Billboard*, float> mRadixSorter;
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276 |
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277 | /// Use point rendering?
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278 | bool mPointRendering;
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279 |
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280 |
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281 |
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282 | private:
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283 | /// Flag indicating whether the HW buffers have been created.
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284 | bool mBuffersCreated;
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285 | /// The number of billboard in the pool.
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286 | unsigned int mPoolSize;
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287 | /// Is external billboard data in use?
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288 | bool mExternalData;
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289 |
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290 | /** Internal method creates vertex and index buffers.
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291 | */
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292 | void _createBuffers(void);
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293 | /** Internal method destroys vertex and index buffers.
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294 | */
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295 | void _destroyBuffers(void);
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296 |
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297 | public:
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298 |
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299 | /** Usual constructor - this is called by the SceneManager.
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300 | @param
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301 | name The name to give the billboard set (must be unique)
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302 | @param
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303 | poolSize The initial size of the billboard pool. Estimate of the number of billboards
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304 | which will be required, and pass it using this parameter. The set will
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305 | preallocate this number to avoid memory fragmentation. The default behaviour
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306 | once this pool has run out is to double it.
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307 | @param
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308 | externalDataSource If true, the source of data for drawing the
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309 | billboards will not be the internal billboard list, but external
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310 | data. When driving thebillboard from external data, you must call
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311 | _notifyCurrentCamera to reorient the billboards, setPoolSize to set
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312 | the maximum billboards you want to use, beginBillboards to
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313 | start the update, and injectBillboard per billboard,
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314 | followed by endBillboards.
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315 | @see
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316 | BillboardSet::setAutoextend
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317 | */
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318 | BillboardSet( const String& name, unsigned int poolSize = 20,
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319 | bool externalDataSource = false);
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320 |
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321 | virtual ~BillboardSet();
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322 |
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323 | /** Creates a new billboard and adds it to this set.
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324 | @remarks
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325 | Behaviour once the billboard pool has been exhausted depends on the
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326 | BillboardSet::setAutoextendPool option.
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327 | @param
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328 | position The position of the new billboard realtive to the certer of the set
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329 | @param
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330 | colour Optional base colour of the billboard.
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331 | @returns
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332 | On success, a pointer to a newly created Billboard is
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333 | returned.
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334 | @par
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335 | On failiure (i.e. no more space and can't autoextend),
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336 | <b>NULL</b> is returned.
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337 | @see
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338 | BillboardSet::setAutoextend
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339 | */
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340 | Billboard* createBillboard(
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341 | const Vector3& position,
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342 | const ColourValue& colour = ColourValue::White );
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343 |
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344 | /** Creates a new billboard and adds it to this set.
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345 | @remarks
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346 | Behaviour once the billboard pool has been exhausted depends on the
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347 | BillboardSet::setAutoextendPool option.
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348 | @param
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349 | x
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350 | @param
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351 | y
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352 | @param
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353 | z The position of the new billboard realtive to the certer of the set
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354 | @param
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355 | colour Optional base colour of the billboard.
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356 | @returns
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357 | On success, a pointer to a newly created Billboard is
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358 | returned.
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359 | @par
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360 | On failiure (i.e. no more space and can't autoextend),
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361 | <b>NULL</b> is returned.
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362 | @see
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363 | BillboardSet::setAutoextend
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364 | */
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365 | Billboard* createBillboard(
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366 | Real x, Real y, Real z,
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367 | const ColourValue& colour = ColourValue::White );
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368 |
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369 | /** Returns the number of active billboards which currently make up this set.
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370 | */
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371 | virtual int getNumBillboards(void) const;
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372 |
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373 | /** Tells the set whether to allow automatic extension of the pool of billboards.
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374 | @remarks
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375 | A BillboardSet stores a pool of pre-constructed billboards which are used as needed when
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376 | a new billboard is requested. This allows applications to create / remove billboards efficiently
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377 | without incurring construction / destruction costs (a must for sets with lots of billboards like
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378 | particle effects). This method allows you to configure the behaviour when a new billboard is requested
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379 | but the billboard pool has been exhausted.
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380 | @par
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381 | The default behaviour is to allow the pool to extend (typically this allocates double the current
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382 | pool of billboards when the pool is expended), equivalent to calling this method with
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383 | autoExtend = true. If you set the parameter to false however, any attempt to create a new billboard
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384 | when the pool has expired will simply fail silently, returning a null pointer.
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385 | @param autoextend true to double the pool every time it runs out, false to fail silently.
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386 | */
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387 | virtual void setAutoextend(bool autoextend);
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388 |
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389 | /** Returns true if the billboard pool automatically extends.
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390 | @see
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391 | BillboardSet::setAutoextend
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392 | */
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393 | virtual bool getAutoextend(void) const;
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394 |
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395 | /** Enables sorting for this BillboardSet. (default: off)
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396 | @param sortenable true to sort the billboards according to their distance to the camera
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397 | */
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398 | virtual void setSortingEnabled(bool sortenable);
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399 |
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400 | /** Returns true if sorting of billboards is enabled based on their distance from the camera
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401 | @see
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402 | BillboardSet::setSortingEnabled
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403 | */
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404 | virtual bool getSortingEnabled(void) const;
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405 |
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406 | /** Adjusts the size of the pool of billboards available in this set.
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407 | @remarks
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408 | See the BillboardSet::setAutoextend method for full details of the billboard pool. This method adjusts
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409 | the preallocated size of the pool. If you try to reduce the size of the pool, the set has the option
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410 | of ignoring you if too many billboards are already in use. Bear in mind that calling this method will
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411 | incur significant construction / destruction calls so should be avoided in time-critical code. The same
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412 | goes for auto-extension, try to avoid it by estimating the pool size correctly up-front.
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413 | @param
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414 | size The new size for the pool.
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415 | */
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416 | virtual void setPoolSize(unsigned int size);
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417 |
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418 | /** Returns the current size of the billboard pool.
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419 | @returns
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420 | The current size of the billboard pool.
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421 | @see
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422 | BillboardSet::setAutoextend
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423 | */
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424 | virtual unsigned int getPoolSize(void) const;
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425 |
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426 |
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427 | /** Empties this set of all billboards.
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428 | */
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429 | virtual void clear();
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430 |
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431 | /** Returns a pointer to the billboard at the supplied index.
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432 | @note
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433 | This method requires linear time since the billboard list is a linked list.
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434 | @param
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435 | index The index of the billboard that is requested.
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436 | @returns
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437 | On success, a valid pointer to the requested billboard is
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438 | returned.
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439 | @par
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440 | On failiure, <b>NULL</b> is returned.
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441 | */
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442 | virtual Billboard* getBillboard(unsigned int index) const;
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443 |
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444 | /** Removes the billboard at the supplied index.
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445 | @note
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446 | This method requires linear time since the billboard list is a linked list.
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447 | */
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448 | virtual void removeBillboard(unsigned int index);
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449 |
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450 | /** Removes a billboard from the set.
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451 | @note
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452 | This version is more efficient than removing by index.
|
---|
453 | */
|
---|
454 | virtual void removeBillboard(Billboard* pBill);
|
---|
455 |
|
---|
456 | /** Sets the point which acts as the origin point for all billboards in this set.
|
---|
457 | @remarks
|
---|
458 | This setting controls the fine tuning of where a billboard appears in relation to it's
|
---|
459 | position. It could be that a billboard's position represents it's center (e.g. for fireballs),
|
---|
460 | it could mean the center of the bottom edge (e.g. a tree which is positioned on the ground),
|
---|
461 | the top-left corner (e.g. a cursor).
|
---|
462 | @par
|
---|
463 | The default setting is BBO_CENTER.
|
---|
464 | @param
|
---|
465 | origin A member of the BillboardOrigin enum specifying the origin for all the billboards in this set.
|
---|
466 | */
|
---|
467 | virtual void setBillboardOrigin(BillboardOrigin origin);
|
---|
468 |
|
---|
469 | /** Gets the point which acts as the origin point for all billboards in this set.
|
---|
470 | @returns
|
---|
471 | A member of the BillboardOrigin enum specifying the origin for all the billboards in this set.
|
---|
472 | */
|
---|
473 | virtual BillboardOrigin getBillboardOrigin(void) const;
|
---|
474 |
|
---|
475 | /** Sets billboard rotation type.
|
---|
476 | @remarks
|
---|
477 | This setting controls the billboard rotation type, you can deciding rotate the billboard's vertices
|
---|
478 | around their facing direction or rotate the billboard's texture coordinates.
|
---|
479 | @par
|
---|
480 | The default settings is BBR_TEXCOORD.
|
---|
481 | @param
|
---|
482 | rotationType A member of the BillboardRotationType enum specifying the rotation type for all the billboards in this set.
|
---|
483 | */
|
---|
484 | virtual void setBillboardRotationType(BillboardRotationType rotationType);
|
---|
485 |
|
---|
486 | /** Sets billboard rotation type.
|
---|
487 | @returns
|
---|
488 | A member of the BillboardRotationType enum specifying the rotation type for all the billboards in this set.
|
---|
489 | */
|
---|
490 | virtual BillboardRotationType getBillboardRotationType(void) const;
|
---|
491 |
|
---|
492 | /** Sets the default dimensions of the billboards in this set.
|
---|
493 | @remarks
|
---|
494 | All billboards in a set are created with these default dimensions. The set will render most efficiently if
|
---|
495 | all the billboards in the set are the default size. It is possible to alter the size of individual
|
---|
496 | billboards at the expense of extra calculation. See the Billboard class for more info.
|
---|
497 | @param width
|
---|
498 | The new default width for the billboards in this set.
|
---|
499 | @param height
|
---|
500 | The new default height for the billboards in this set.
|
---|
501 | */
|
---|
502 | virtual void setDefaultDimensions(Real width, Real height);
|
---|
503 |
|
---|
504 | /** See setDefaultDimensions - this sets 1 component individually. */
|
---|
505 | virtual void setDefaultWidth(Real width);
|
---|
506 | /** See setDefaultDimensions - this gets 1 component individually. */
|
---|
507 | virtual Real getDefaultWidth(void) const;
|
---|
508 | /** See setDefaultDimensions - this sets 1 component individually. */
|
---|
509 | virtual void setDefaultHeight(Real height);
|
---|
510 | /** See setDefaultDimensions - this gets 1 component individually. */
|
---|
511 | virtual Real getDefaultHeight(void) const;
|
---|
512 |
|
---|
513 | /** Sets the name of the material to be used for this billboard set.
|
---|
514 | @param
|
---|
515 | name The new name of the material to use for this set.
|
---|
516 | */
|
---|
517 | virtual void setMaterialName(const String& name);
|
---|
518 |
|
---|
519 | /** Sets the name of the material to be used for this billboard set.
|
---|
520 | @returns The name of the material that is used for this set.
|
---|
521 | */
|
---|
522 | virtual const String& getMaterialName(void) const;
|
---|
523 |
|
---|
524 | /** Overridden from MovableObject
|
---|
525 | @see
|
---|
526 | MovableObject
|
---|
527 | */
|
---|
528 | virtual void _notifyCurrentCamera(Camera* cam);
|
---|
529 |
|
---|
530 | /** Begin injection of billboard data; applicable when
|
---|
531 | constructing the BillboardSet for external data use.
|
---|
532 | */
|
---|
533 | void beginBillboards(void);
|
---|
534 | /** Define a billboard. */
|
---|
535 | void injectBillboard(const Billboard& bb);
|
---|
536 | /** Finish defining billboards. */
|
---|
537 | void endBillboards(void);
|
---|
538 | /** Set the bounds of the BillboardSet.
|
---|
539 | @remarks
|
---|
540 | You may need to call this if you're injecting billboards manually,
|
---|
541 | and you're relying on the BillboardSet to determine culling.
|
---|
542 | */
|
---|
543 | void setBounds(const AxisAlignedBox& box, Real radius);
|
---|
544 |
|
---|
545 |
|
---|
546 | /** Overridden from MovableObject
|
---|
547 | @see
|
---|
548 | MovableObject
|
---|
549 | */
|
---|
550 | virtual const AxisAlignedBox& getBoundingBox(void) const;
|
---|
551 |
|
---|
552 | /** Overridden from MovableObject
|
---|
553 | @see
|
---|
554 | MovableObject
|
---|
555 | */
|
---|
556 | virtual Real getBoundingRadius(void) const;
|
---|
557 | /** Overridden from MovableObject
|
---|
558 | @see
|
---|
559 | MovableObject
|
---|
560 | */
|
---|
561 | virtual void _updateRenderQueue(RenderQueue* queue);
|
---|
562 |
|
---|
563 | /** Overridden from MovableObject
|
---|
564 | @see
|
---|
565 | MovableObject
|
---|
566 | */
|
---|
567 | virtual const MaterialPtr& getMaterial(void) const;
|
---|
568 |
|
---|
569 | /** Overridden from MovableObject
|
---|
570 | @see
|
---|
571 | MovableObject
|
---|
572 | */
|
---|
573 | virtual void getRenderOperation(RenderOperation& op);
|
---|
574 |
|
---|
575 | /** Overridden from MovableObject
|
---|
576 | @see
|
---|
577 | MovableObject
|
---|
578 | */
|
---|
579 | virtual void getWorldTransforms(Matrix4* xform) const;
|
---|
580 |
|
---|
581 | /** @copydoc Renderable::getWorldOrientation */
|
---|
582 | const Quaternion& getWorldOrientation(void) const;
|
---|
583 | /** @copydoc Renderable::getWorldPosition */
|
---|
584 | const Vector3& getWorldPosition(void) const;
|
---|
585 | /** Internal callback used by Billboards to notify their parent that they have been resized.
|
---|
586 | */
|
---|
587 | virtual void _notifyBillboardResized(void);
|
---|
588 |
|
---|
589 | /** Internal callback used by Billboards to notify their parent that they have been rotated..
|
---|
590 | */
|
---|
591 | virtual void _notifyBillboardRotated(void);
|
---|
592 |
|
---|
593 | /** Returns whether or not billbards in this are tested individually for culling. */
|
---|
594 | virtual bool getCullIndividually(void) const;
|
---|
595 | /** Sets whether culling tests billboards in this individually as well as in a group.
|
---|
596 | @remarks
|
---|
597 | Billboard sets are always culled as a whole group, based on a bounding box which
|
---|
598 | encloses all billboards in the set. For fairly localised sets, this is enough. However, you
|
---|
599 | can optionally tell the set to also cull individual billboards in the set, i.e. to test
|
---|
600 | each individual billboard before rendering. The default is not to do this.
|
---|
601 | @par
|
---|
602 | This is useful when you have a large, fairly distributed set of billboards, like maybe
|
---|
603 | trees on a landscape. You probably still want to group them into more than one
|
---|
604 | set (maybe one set per section of landscape), which will be culled coarsely, but you also
|
---|
605 | want to cull the billboards individually because they are spread out. Whilst you could have
|
---|
606 | lots of single-tree sets which are culled separately, this would be inefficient to render
|
---|
607 | because each tree would be issued as it's own rendering operation.
|
---|
608 | @par
|
---|
609 | By calling this method with a parameter of true, you can have large billboard sets which
|
---|
610 | are spaced out and so get the benefit of batch rendering and coarse culling, but also have
|
---|
611 | fine-grained culling so unnecessary rendering is avoided.
|
---|
612 | @param cullIndividual If true, each billboard is tested before being sent to the pipeline as well
|
---|
613 | as the whole set having to pass the coarse group bounding test.
|
---|
614 | */
|
---|
615 | virtual void setCullIndividually(bool cullIndividual);
|
---|
616 |
|
---|
617 | /** Sets the type of billboard to render.
|
---|
618 | @remarks
|
---|
619 | The default sort of billboard (BBT_POINT), always has both x and y axes parallel to
|
---|
620 | the camera's local axes. This is fine for 'point' style billboards (e.g. flares,
|
---|
621 | smoke, anything which is symmetrical about a central point) but does not look good for
|
---|
622 | billboards which have an orientation (e.g. an elongated raindrop). In this case, the
|
---|
623 | oriented billboards are more suitable (BBT_ORIENTED_COMMON or BBT_ORIENTED_SELF) since
|
---|
624 | they retain an independant Y axis and only the X axis is generated, perpendicular to both
|
---|
625 | the local Y and the camera Z.
|
---|
626 | @par
|
---|
627 | In some case you might want the billboard has fixed Z axis and doesn't need to face to
|
---|
628 | camera (e.g. an aureola around the player and parallel to the ground). You can use
|
---|
629 | BBT_PERPENDICULAR_SELF which the billboard plane perpendicular to the billboard own
|
---|
630 | direction. Or BBT_PERPENDICULAR_COMMON which the billboard plane perpendicular to the
|
---|
631 | common direction.
|
---|
632 | @note
|
---|
633 | BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON can't guarantee counterclockwise, you might
|
---|
634 | use double-side material (<b>cull_hardware node</b>) to ensure no billboard are culled.
|
---|
635 | @param bbt The type of billboard to render
|
---|
636 | */
|
---|
637 | virtual void setBillboardType(BillboardType bbt);
|
---|
638 |
|
---|
639 | /** Returns the billboard type in use. */
|
---|
640 | virtual BillboardType getBillboardType(void) const;
|
---|
641 |
|
---|
642 | /** Use this to specify the common direction given to billboards of type BBT_ORIENTED_COMMON or BBT_PERPENDICULAR_COMMON.
|
---|
643 | @remarks
|
---|
644 | Use BBT_ORIENTED_COMMON when you want oriented billboards but you know they are always going to
|
---|
645 | be oriented the same way (e.g. rain in calm weather). It is faster for the system to calculate
|
---|
646 | the billboard vertices if they have a common direction.
|
---|
647 | @par
|
---|
648 | The common direction also use in BBT_PERPENDICULAR_COMMON, in this case the common direction
|
---|
649 | treat as Z axis, and an additional common up-vector was use to determine billboard X and Y
|
---|
650 | axis.
|
---|
651 | @see setCommonUpVector
|
---|
652 | @param vec The direction for all billboards.
|
---|
653 | @note
|
---|
654 | The direction are use as is, never normalised in internal, user are supposed to normalise it himself.
|
---|
655 | */
|
---|
656 | virtual void setCommonDirection(const Vector3& vec);
|
---|
657 |
|
---|
658 | /** Gets the common direction for all billboards (BBT_ORIENTED_COMMON) */
|
---|
659 | virtual const Vector3& getCommonDirection(void) const;
|
---|
660 |
|
---|
661 | /** Use this to specify the common up-vector given to billboards of type BBT_PERPENDICULAR_SELF or BBT_PERPENDICULAR_COMMON.
|
---|
662 | @remarks
|
---|
663 | Use BBT_PERPENDICULAR_SELF or BBT_PERPENDICULAR_COMMON when you want oriented billboards
|
---|
664 | perpendicular to specify direction vector (or, Z axis), and doesn't face to camera.
|
---|
665 | In this case, we need an additional up-vector to determine the billboard X and Y axis.
|
---|
666 | The generated billboard plane and X-axis guarantee perpendicular to specify direction.
|
---|
667 | @see setCommonDirection
|
---|
668 | @par
|
---|
669 | The specify direction is billboard own direction when billboard type is BBT_PERPENDICULAR_SELF,
|
---|
670 | and it's shared common direction when billboard type is BBT_PERPENDICULAR_COMMON.
|
---|
671 | @param vec The up-vector for all billboards.
|
---|
672 | @note
|
---|
673 | The up-vector are use as is, never normalised in internal, user are supposed to normalise it himself.
|
---|
674 | */
|
---|
675 | virtual void setCommonUpVector(const Vector3& vec);
|
---|
676 |
|
---|
677 | /** Gets the common up-vector for all billboards (BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON) */
|
---|
678 | virtual const Vector3& getCommonUpVector(void) const;
|
---|
679 |
|
---|
680 | /** Sets whether or not billboards should use an 'accurate' facing model
|
---|
681 | based on the vector from each billboard to the camera, rather than
|
---|
682 | an optimised version using just the camera direction.
|
---|
683 | @remarks
|
---|
684 | By default, the axes for all billboards are calulated using the
|
---|
685 | camera's view direction, not the vector from the camera position to
|
---|
686 | the billboard. The former is faster, and most of the time the difference
|
---|
687 | is not noticeable. However for some purposes (e.g. very large, static
|
---|
688 | billboards) the changing billboard orientation when rotating the camera
|
---|
689 | can be off putting, therefore you can enable this option to use a
|
---|
690 | more expensive, but more accurate version.
|
---|
691 | @param acc True to use the slower but more accurate model. Default is false.
|
---|
692 | */
|
---|
693 | virtual void setUseAccurateFacing(bool acc) { mAccurateFacing = acc; }
|
---|
694 | /** Gets whether or not billboards use an 'accurate' facing model
|
---|
695 | based on the vector from each billboard to the camera, rather than
|
---|
696 | an optimised version using just the camera direction.
|
---|
697 | */
|
---|
698 | virtual bool getUseAccurateFacing(void) const { return mAccurateFacing; }
|
---|
699 |
|
---|
700 | /** Overridden from MovableObject */
|
---|
701 | virtual const String& getMovableType(void) const;
|
---|
702 |
|
---|
703 | /** Overridden, see Renderable */
|
---|
704 | Real getSquaredViewDepth(const Camera* cam) const;
|
---|
705 |
|
---|
706 | /** Update the bounds of the billboardset */
|
---|
707 | virtual void _updateBounds(void);
|
---|
708 | /** @copydoc Renderable::getLights */
|
---|
709 | const LightList& getLights(void) const;
|
---|
710 |
|
---|
711 | /** Sort the billboard set. Only called when enabled via setSortingEnabled */
|
---|
712 | virtual void _sortBillboards( Camera* cam);
|
---|
713 |
|
---|
714 | /** Gets the sort mode of this billboard set */
|
---|
715 | virtual SortMode _getSortMode(void) const;
|
---|
716 |
|
---|
717 | /** Sets whether billboards should be treated as being in world space.
|
---|
718 | @remarks
|
---|
719 | This is most useful when you are driving the billboard set from
|
---|
720 | an external data source.
|
---|
721 | */
|
---|
722 | virtual void setBillboardsInWorldSpace(bool ws) { mWorldSpace = ws; }
|
---|
723 |
|
---|
724 | /** BillboardSet can use custom texture coordinates for various billboards.
|
---|
725 | This is useful for selecting one of many particle images out of a tiled
|
---|
726 | texture sheet, or doing flipbook animation within a single texture.
|
---|
727 | @par
|
---|
728 | The generic functionality is setTextureCoords(), which will copy the
|
---|
729 | texture coordinate rects you supply into internal storage for the
|
---|
730 | billboard set. If your texture sheet is a square grid, you can also
|
---|
731 | use setTextureStacksAndSlices() for more convenience, which will construct
|
---|
732 | the set of texture coordinates for you.
|
---|
733 | @par
|
---|
734 | When a Billboard is created, it can be assigned a texture coordinate
|
---|
735 | set from within the sets you specify (that set can also be re-specified
|
---|
736 | later). When drawn, the billboard will use those texture coordinates,
|
---|
737 | rather than the full 0-1 range.
|
---|
738 | @par
|
---|
739 | @param coords is a vector of texture coordinates (in UV space) to choose
|
---|
740 | from for each billboard created in the set.
|
---|
741 | @param numCoords is how many such coordinate rectangles there are to
|
---|
742 | choose from.
|
---|
743 | @remarks
|
---|
744 | Set 'coords' to 0 and/or 'numCoords' to 0 to reset the texture coord
|
---|
745 | rects to the initial set of a single rectangle spanning 0 through 1 in
|
---|
746 | both U and V (i e, the entire texture).
|
---|
747 | @see
|
---|
748 | BillboardSet::setTextureStacksAndSlices()
|
---|
749 | Billboard::setTexcoordIndex()
|
---|
750 | */
|
---|
751 | virtual void setTextureCoords( Ogre::FloatRect const * coords, uint16 numCoords );
|
---|
752 |
|
---|
753 | /** setTextureStacksAndSlices() will generate texture coordinate rects as if the
|
---|
754 | texture for the billboard set contained 'stacks' rows of 'slices'
|
---|
755 | images each, all equal size. Thus, if the texture size is 512x512
|
---|
756 | and 'stacks' is 4 and 'slices' is 8, each sub-rectangle of the texture
|
---|
757 | would be 128 texels tall and 64 texels wide.
|
---|
758 | @remarks
|
---|
759 | This function is short-hand for creating a regular set and calling
|
---|
760 | setTextureCoords() yourself. The numbering used for Billboard::setTexcoordIndex()
|
---|
761 | counts first across, then down, so top-left is 0, the one to the right
|
---|
762 | of that is 1, and the lower-right is stacks*slices-1.
|
---|
763 | @see
|
---|
764 | BillboardSet::setTextureCoords()
|
---|
765 | */
|
---|
766 | virtual void setTextureStacksAndSlices( uchar stacks, uchar slices );
|
---|
767 |
|
---|
768 | /** getTextureCoords() returns the current texture coordinate rects in
|
---|
769 | effect. By default, there is only one texture coordinate rect in the
|
---|
770 | set, spanning the entire texture from 0 through 1 in each direction.
|
---|
771 | @see
|
---|
772 | BillboardSet::setTextureCoords()
|
---|
773 | */
|
---|
774 | virtual Ogre::FloatRect const * getTextureCoords( uint16 * oNumCoords );
|
---|
775 |
|
---|
776 | /** Set whether or not the BillboardSet will use point rendering
|
---|
777 | rather than manually generated quads.
|
---|
778 | @remarks
|
---|
779 | By default a billboardset is rendered by generating geometry for a
|
---|
780 | textured quad in memory, taking into account the size and
|
---|
781 | orientation settings, and uploading it to the video card.
|
---|
782 | The alternative is to use hardware point rendering, which means that
|
---|
783 | only one position needs to be sent per billboard rather than 4 and
|
---|
784 | the hardware sorts out how this is rendered based on the render
|
---|
785 | state.
|
---|
786 | @par
|
---|
787 | Using point rendering is faster than generating quads manually, but
|
---|
788 | is more restrictive. The following restrictions apply:
|
---|
789 | \li Only the BBT_POINT type is supported
|
---|
790 | \li Size and appearance of each billboard is controlled by the
|
---|
791 | material (Pass::setPointSize, Pass::setPointSizeAttenuation,
|
---|
792 | Pass::setPointSpritesEnabled)
|
---|
793 | \li Per-billboard size is not supported (stems from the above)
|
---|
794 | \li Per-billboard rotation is not supported, this can only be
|
---|
795 | controlled through texture unit rotation
|
---|
796 | \li Only BBO_CENTER origin is supported
|
---|
797 | \li Per-billboard texture coordinates are not supported
|
---|
798 |
|
---|
799 | @par
|
---|
800 | You will almost certainly want to enable in your material pass
|
---|
801 | both point attenuation and point sprites if you use this option.
|
---|
802 | @param enabled True to enable point rendering, false otherwise
|
---|
803 | */
|
---|
804 | virtual void setPointRenderingEnabled(bool enabled);
|
---|
805 |
|
---|
806 | /** Returns whether point rendering is enabled. */
|
---|
807 | virtual bool isPointRenderingEnabled(void) const
|
---|
808 | { return mPointRendering; }
|
---|
809 |
|
---|
810 | /// Override to return specific type flag
|
---|
811 | uint32 getTypeFlags(void) const;
|
---|
812 |
|
---|
813 | };
|
---|
814 |
|
---|
815 | /** Factory object for creating BillboardSet instances */
|
---|
816 | class _OgreExport BillboardSetFactory : public MovableObjectFactory
|
---|
817 | {
|
---|
818 | protected:
|
---|
819 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
|
---|
820 | public:
|
---|
821 | BillboardSetFactory() {}
|
---|
822 | ~BillboardSetFactory() {}
|
---|
823 |
|
---|
824 | static String FACTORY_TYPE_NAME;
|
---|
825 |
|
---|
826 | const String& getType(void) const;
|
---|
827 | void destroyInstance( MovableObject* obj);
|
---|
828 |
|
---|
829 | };
|
---|
830 |
|
---|
831 |
|
---|
832 | }
|
---|
833 |
|
---|
834 |
|
---|
835 | #endif
|
---|