140 lines
5.5 KiB
Plaintext
140 lines
5.5 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_BILLBOARD
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#define OSG_BILLBOARD 1
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#include <osg/Matrix>
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#include <osg/Geode>
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namespace osg {
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/** Billboard - a Geode which orientates its child osg::Drawable's to face
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the eye point. Typical uses are for trees, or particle explosions.
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*/
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class SG_EXPORT Billboard : public Geode
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{
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public:
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enum Mode {
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POINT_ROT_EYE,
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POINT_ROT_WORLD,
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AXIAL_ROT
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};
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Billboard();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Billboard(const Billboard&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, Billboard);
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/** Set the billboard rotation mode. */
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void setMode(const Mode mode);
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/** Get the billboard rotation mode. */
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inline const Mode getMode() const { return _mode; }
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/** Set the axis about which all the billboard's drawable rotate. */
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void setAxis(const Vec3& axis);
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/** Get the axis about which all the billboard's drawable rotate. */
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inline const Vec3& getAxis() const { return _axis; }
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/** Set the position of specified drawable. */
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inline void setPos(int i,const Vec3& pos) { _positionList[i] = pos; }
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/** Get the position of specified drawable. */
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inline const Vec3& getPos(int i) const { return _positionList[i]; }
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/** PositionList represents a list of pivot points for each drawable.*/
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typedef std::vector<Vec3> PositionList;
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/** Get the PositionList from the billboard.*/
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inline PositionList& getPositionList() { return _positionList; }
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/** Get a const PositionList from the billboard.*/
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inline const PositionList& getPositionList() const { return _positionList; }
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/** Add Drawable to Billboard with default position(0,0,0);
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* If gset not NULL and is not contained in Billboard then increment its
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* reference count, and dirty the bounding box to cause it to recompute on
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* next getBound() and return true for success. Otherwise return false.
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*/
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virtual const bool addDrawable( Drawable *gset );
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/** Add Drawable to Geode at position pos.
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* If gset not NULL and is not contained in Billboard then increment its
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* reference count, and dirty the bounding box to cause it to recompute on
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* next getBound() and return true for success. Otherwise return false.
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*/
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virtual const bool addDrawable(Drawable *gset,const Vec3& pos);
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/** Remove Drawable and associated position from Billboard.
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* If gset is contained in Billboard then remove it from the geoset
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* list and decrement its reference count, and dirty the
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* bounding box to cause it to recompute on next getBound() and
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* return true for success. If gset is not found then return false
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* and do not the reference count of gset is left unchanged.
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*/
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virtual const bool removeDrawable( Drawable *gset );
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/** Callback attached to an Billboard which allows the users to customize the billboard orientation calculation during cull traversal.*/
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struct ComputeBillboardCallback : public osg::Referenced
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{
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual const bool computeMatrix(Matrix& modelview, const Billboard* billboard, const Vec3& eye_local, const Vec3& pos_local) const = 0;
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};
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/** Set the ComputeBillboardCallback which allows users to attach custom computation of the local transformation as
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* seen by cull traversers and alike.*/
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void setComputeBillboardCallback(ComputeBillboardCallback* ctc) { _computeBillboardCallback=ctc; }
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/** Get the non const ComputeBillboardCallback.*/
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ComputeBillboardCallback* getComputeBillboardCallback() { return _computeBillboardCallback.get(); }
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/** Get the const ComputeBillboardCallback.*/
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const ComputeBillboardCallback* getComputeBillboardCallback() const { return _computeBillboardCallback.get(); }
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inline const bool getMatrix(Matrix& modelview, const Vec3& eye_local, const Vec3& pos_local) const
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{
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if (_computeBillboardCallback.valid())
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return _computeBillboardCallback->computeMatrix(modelview,this,eye_local,pos_local);
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else
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return computeMatrix(modelview,eye_local,pos_local);
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}
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virtual const bool computeMatrix(Matrix& modelview, const Vec3& eye_local, const Vec3& pos_local) const;
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protected:
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virtual ~Billboard();
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virtual const bool computeBound() const;
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enum AxisAligned
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{
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AXIAL_ROT_X_AXIS=AXIAL_ROT+1,
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AXIAL_ROT_Y_AXIS,
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AXIAL_ROT_Z_AXIS
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};
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Mode _mode;
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Vec3 _axis;
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PositionList _positionList;
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ref_ptr<ComputeBillboardCallback> _computeBillboardCallback;
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// used internally as cache of which what _axis is aligned to help
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// deicde which method of rotation to use.
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int _cachedMode;
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void setCachedMode();
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};
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}
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#endif
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