OpenSceneGraph/include/osg/Billboard
Robert Osfield 0a1db3d6fc From Jannik Heller, typo fixes
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14832 16af8721-9629-0410-8352-f15c8da7e697
2015-04-13 10:43:56 +00:00

133 lines
4.8 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_BILLBOARD
#define OSG_BILLBOARD 1
#include <osg/Matrix>
#include <osg/Geode>
namespace osg {
/** Billboard is a derived form of Geode that orients its osg::Drawable
* children to face the eye point. Typical uses include trees and
* particle explosions.
*/
class OSG_EXPORT Billboard : public Geode
{
public:
enum Mode {
POINT_ROT_EYE,
POINT_ROT_WORLD,
AXIAL_ROT
};
Billboard();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Billboard(const Billboard&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Node(osg, Billboard);
/** Set the billboard rotation mode. */
void setMode(Mode mode);
/** Get the billboard rotation mode. */
inline Mode getMode() const { return _mode; }
/** Set the rotation axis for the billboard's child Drawables.
* Only utilized when mode==AXIAL_ROT. */
void setAxis(const Vec3& axis);
/** Get the rotation axis. */
inline const Vec3& getAxis() const { return _axis; }
/** This normal defines child Drawables' front face direction when unrotated. */
void setNormal(const Vec3& normal);
/** Get the front face direction normal. */
inline const Vec3& getNormal() const { return _normal; }
/** Set the specified child Drawable's position. */
inline void setPosition(unsigned int i,const Vec3& pos) { _positionList[i] = pos; }
/** Get the specified child Drawable's position. */
inline const Vec3& getPosition(unsigned int i) const { return _positionList[i]; }
/** Type definition for pivot point position list. */
typedef std::vector<Vec3> PositionList;
/** Set the list of pivot point positions. */
inline void setPositionList(PositionList& pl) { _positionList=pl; }
/** Get the list of pivot point positions. */
inline PositionList& getPositionList() { return _positionList; }
/** Get a const list of pivot point positions. */
inline const PositionList& getPositionList() const { return _positionList; }
/** Add a Drawable with a default position of Vec3(0,0,0).
* Call the base-class Geode::addDrawble() to add the given Drawable
* gset as a child. If Geode::addDrawable() returns true, add the
* default position to the pivot point position list and return true.
* Otherwise, return false. */
virtual bool addDrawable( Drawable *gset );
/** Add a Drawable with a specified position.
* Call the base-class Geode::addDrawble() to add the given Drawable
* gset as a child. If Geode::addDrawable() returns true, add the
* given position pos to the pivot point position list and return true.
* Otherwise, return false. */
virtual bool addDrawable(Drawable *gset,const Vec3& pos);
/** Remove a Drawable and its associated position.
* If gset is a child, remove it, decrement its reference count,
* remove its pivot point position. and return true.
* Otherwise, return false. */
virtual bool removeDrawable( Drawable *gset );
bool computeMatrix(Matrix& modelview, const Vec3& eye_local, const Vec3& pos_local) const;
virtual BoundingSphere computeBound() const;
protected:
virtual ~Billboard();
enum AxisAligned
{
AXIAL_ROT_X_AXIS=AXIAL_ROT+1,
AXIAL_ROT_Y_AXIS,
AXIAL_ROT_Z_AXIS,
POINT_ROT_WORLD_Z_AXIS,
CACHE_DIRTY
};
Mode _mode;
Vec3 _axis;
Vec3 _normal;
Matrix _rotateNormalToZAxis;
PositionList _positionList;
// used internally as cache of which what _axis is aligned to help
// decide which method of rotation to use.
int _cachedMode;
Vec3 _side;
void updateCache();
};
}
#endif