#ifndef OSG_BILLBOARD #define OSG_BILLBOARD 1 #include namespace osg { /** Billboard - a Geode which orientates its child osg::GeoSet's to face the eye point. Typical uses are for trees, or particle explosions. */ class SG_EXPORT Billboard : public Geode { public: enum Mode { AXIAL_ROT, POINT_ROT_EYE, POINT_ROT_WORLD }; Billboard(); virtual Object* clone() const { return new Billboard(); } virtual bool isSameKindAs(Object* obj) { return dynamic_cast(obj)!=NULL; } virtual const char* className() const { return "Billboard"; } virtual void accept(NodeVisitor& nv) { nv.apply(*this); } void setAxis(const Vec3& axis) { _axis = axis; } void getAxis(Vec3& axis) const { axis = _axis; } void setMode(Mode mode) { _mode = mode; } int getMode() const { return _mode; } void setPos(int i,const Vec3& pos) { _positionList[i] = pos; } void getPos(int i,Vec3& pos) const { pos = _positionList[i]; } /** Add GeoSet to Billboard with default position(0,0,0); * If gset not NULL and is not contained in Billboard then increment its * reference count, and dirty the bounding box to cause it to recompute on * next getBound() and return true for success. Otherwise return false. */ virtual bool addGeoSet( GeoSet *gset ); /** Add GeoSet to Geode at position pos. * If gset not NULL and is not contained in Billboard then increment its * reference count, and dirty the bounding box to cause it to recompute on * next getBound() and return true for success. Otherwise return false. */ virtual bool addGeoSet(GeoSet *gset,const Vec3& pos); /** Remove GeoSet and associated position from Billboard. * If gset is contained in Billboard then remove it from the geoset * list and decrement its reference count, and dirty the * bounding box to cause it to recompute on next getBound() and * return true for success. If gset is not found then return false * and do not the reference count of gset is left unchanged. */ virtual bool removeGeoSet( GeoSet *gset ); void calcRotation(const Vec3& eye_local, const Vec3& pos_local,Matrix& mat); void calcTransform(const Vec3& eye_local, const Vec3& pos_local,Matrix& mat); protected: virtual ~Billboard(); virtual bool readLocalData(Input& fr); virtual bool writeLocalData(Output& fw); virtual bool computeBound( void ); typedef std::vector PositionList; Mode _mode; Vec3 _axis; PositionList _positionList; }; }; #endif