85 lines
2.9 KiB
Plaintext
85 lines
2.9 KiB
Plaintext
#ifndef OSG_BILLBOARD
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#define OSG_BILLBOARD 1
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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::GeoSet's to face
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the eye point.
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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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AXIAL_ROT,
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POINT_ROT_EYE,
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POINT_ROT_WORLD
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};
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Billboard();
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virtual Object* clone() const { return new Billboard(); }
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virtual bool isSameKindAs(Object* obj) { return dynamic_cast<Billboard*>(obj)!=NULL; }
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virtual const char* className() const { return "Billboard"; }
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virtual void accept(NodeVisitor& nv) { nv.apply(*this); }
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void setAxis(const Vec3& axis) { _axis = axis; }
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void getAxis(Vec3& axis) const { axis = _axis; }
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void setMode(Mode mode) { _mode = mode; }
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int getMode() const { return _mode; }
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void setPos(int i,const Vec3& pos) { _positionList[i] = pos; }
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void getPos(int i,Vec3& pos) const { pos = _positionList[i]; }
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/** Add GeoSet 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 bool addGeoSet( GeoSet *gset );
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/** Add GeoSet 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 bool addGeoSet(GeoSet *gset,const Vec3& pos);
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/** Remove GeoSet 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 bool removeGeoSet( GeoSet *gset );
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void calcRotation(const Vec3& eye_local, const Vec3& pos_local,Matrix& mat);
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void calcTransform(const Vec3& eye_local, const Vec3& pos_local,Matrix& mat);
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protected:
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virtual ~Billboard();
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virtual bool readLocalData(Input& fr);
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virtual bool writeLocalData(Output& fw);
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virtual bool computeBound( void );
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typedef std::vector<Vec3> PositionList;
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Mode _mode;
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Vec3 _axis;
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PositionList _positionList;
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};
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};
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#endif
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