OpenSceneGraph/src/osg/Billboard.cpp

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#include <stdio.h>
#include <math.h>
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#include <osg/Billboard>
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using namespace osg;
#define square(x) ((x)*(x))
Billboard::Billboard()
{
_mode = AXIAL_ROT;
_axis.set(0.0f,0.0f,1.0f);
setCachedMode();
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}
Billboard::~Billboard()
{
}
void Billboard::setMode(const Mode mode)
{
_mode = mode;
setCachedMode();
}
void Billboard::setAxis(const Vec3& axis)
{
_axis = axis;
setCachedMode();
}
void Billboard::setCachedMode()
{
if (_mode==AXIAL_ROT)
{
if (_axis==osg::Vec3(1.0f,0.0,0.0f)) _cachedMode = AXIAL_ROT_X_AXIS;
else if (_axis==osg::Vec3(0.0f,1.0,0.0f)) _cachedMode = AXIAL_ROT_Y_AXIS;
else if (_axis==osg::Vec3(0.0f,0.0,1.0f)) _cachedMode = AXIAL_ROT_Z_AXIS;
else _cachedMode = AXIAL_ROT;
}
else _cachedMode = _mode;
}
const bool Billboard::addDrawable(Drawable *gset)
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{
if (Geode::addDrawable(gset))
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{
Vec3 pos(0.0f,0.0f,0.0f);
while (_positionList.size()<_drawables.size())
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{
_positionList.push_back(pos);
}
return true;
}
return false;
}
const bool Billboard::addDrawable(Drawable *gset,const Vec3& pos)
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{
if (Geode::addDrawable(gset))
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{
while (_positionList.size()<_drawables.size())
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{
_positionList.push_back(pos);
}
return true;
}
return false;
}
const bool Billboard::removeDrawable( Drawable *gset )
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{
PositionList::iterator pitr = _positionList.begin();
for (DrawableList::iterator itr=_drawables.begin();
itr!=_drawables.end();
++itr,++pitr)
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{
if (itr->get()==gset)
{
// note ref_ptr<> automatically handles decrementing gset's reference count.
_drawables.erase(itr);
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_positionList.erase(pitr);
_bsphere_computed = false;
return true;
}
}
return false;
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}
void Billboard::calcTransform(const Vec3& eye_local, const Vec3& up_local, const Vec3& pos_local, Matrix& mat) const
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{
Vec3 ev(pos_local-eye_local);
switch(_cachedMode)
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{
case(AXIAL_ROT_Z_AXIS):
{
ev.z() = 0.0f;
float ev_length = ev.length();
if (ev_length>0.0f)
{
mat.makeIdentity();
//float rotation_zrotation_z = atan2f(ev.x(),ev.y());
//mat.makeRotate(inRadians(rotation_z),0.0f,0.0f,1.0f);
float inv = 1.0f/ev_length;
float c = ev.y()*inv;
float s = ev.x()*inv;
mat(0,0) = c;
mat(0,1) = -s;
mat(1,0) = s;
mat(1,1) = c;
}
break;
}
case(AXIAL_ROT_Y_AXIS):
{
ev.z() = 0.0f;
float ev_length = ev.length();
if (ev_length>0.0f)
{
mat.makeIdentity();
//float rotation_zrotation_z = atan2f(ev.x(),ev.y());
//mat.makeRotate(inRadians(rotation_z),0.0f,0.0f,1.0f);
float inv = 1.0f/ev_length;
float c = ev.y()*inv;
float s = ev.x()*inv;
mat(0,0) = c;
mat(0,1) = -s;
mat(1,0) = s;
mat(1,1) = c;
}
break;
}
case(AXIAL_ROT_X_AXIS):
{
ev.z() = 0.0f;
float ev_length = ev.length();
if (ev_length>0.0f)
{
mat.makeIdentity();
//float rotation_zrotation_z = atan2f(ev.x(),ev.y());
//mat.makeRotate(inRadians(rotation_z),0.0f,0.0f,1.0f);
float inv = 1.0f/ev_length;
float c = ev.y()*inv;
float s = ev.x()*inv;
mat(0,0) = c;
mat(0,1) = -s;
mat(1,0) = s;
mat(1,1) = c;
}
break;
}
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case(AXIAL_ROT):
{
ev.z() = 0.0f;
float ev_length = ev.length();
if (ev_length>0.0f)
{
mat.makeIdentity();
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//float rotation_zrotation_z = atan2f(ev.x(),ev.y());
//mat.makeRotate(inRadians(rotation_z),0.0f,0.0f,1.0f);
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float inv = 1.0f/ev_length;
float c = ev.y()*inv;
float s = ev.x()*inv;
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mat(0,0) = c;
mat(0,1) = -s;
mat(1,0) = s;
mat(1,1) = c;
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}
break;
}
case(POINT_ROT_WORLD):
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case(POINT_ROT_EYE):
{
// currently treat both POINT_ROT_WORLD and POINT_ROT_EYE the same,
// this is only a temporary and 'incorrect' implementation, will
// implement fully on second pass of Billboard.
// Will also need up vector to calc POINT_ROT_EYE, so this will
// have to be added to the above method paramters.
// Robert Osfield, Jan 2001.
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float ev_len = ev.length();
if (ev_len != 0.0f)
{
ev /= ev_len;
Vec3 cp(ev^Vec3(0.0f,1.0f,0.0f));
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float dot = ev*Vec3(0.0f,1.0f,0.0f);
float cp_len = cp.length();
if (cp_len != 0.0f)
{
cp /= cp_len;
float rotation_cp = acosf(dot);
mat.makeRotate(inRadians(rotation_cp),cp[0],cp[1],cp[2]);
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}
}
break;
}
}
mat.setTrans(pos_local);
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}
const bool Billboard::computeBound() const
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{
int i;
int ngsets = _drawables.size();
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if( ngsets == 0 ) return false;
_bsphere._center.set(0.0f,0.0f,0.0f);
for( i = 0; i < ngsets; i++ )
{
const Drawable *gset = _drawables[i].get();
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const BoundingBox& bbox = gset->getBound();
_bsphere._center += bbox.center();
_bsphere._center += _positionList[i];
}
_bsphere._center /= (float)(ngsets);
float maxd = 0.0;
for( i = 0; i < ngsets; ++i )
{
const Drawable *gset = _drawables[i].get();
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const BoundingBox& bbox = gset->getBound();
Vec3 local_center = _bsphere._center-_positionList[i];
for(unsigned int c=0;c<8;++c)
{
float d = (bbox.corner(c)-local_center).length2();
if( d > maxd ) maxd = d;
}
}
_bsphere._radius = sqrtf(maxd);
_bsphere_computed=true;
return true;
}