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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29
30#ifndef __BillboardSet_H__
31#define __BillboardSet_H__
32
33#include "OgrePrerequisites.h"
34
35#include "OgreMovableObject.h"
36#include "OgreRenderable.h"
37#include "OgreRadixSort.h"
38#include "OgreCommon.h"
39
40namespace Ogre {
41
42    /** Enum covering what exactly a billboard's position means (center,
43        top-left etc).
44        @see
45            BillboardSet::setBillboardOrigin
46    */
47    enum BillboardOrigin
48    {
49        BBO_TOP_LEFT,
50        BBO_TOP_CENTER,
51        BBO_TOP_RIGHT,
52        BBO_CENTER_LEFT,
53        BBO_CENTER,
54        BBO_CENTER_RIGHT,
55        BBO_BOTTOM_LEFT,
56        BBO_BOTTOM_CENTER,
57        BBO_BOTTOM_RIGHT
58    };
59    /** The rotation type of billboard. */
60    enum BillboardRotationType
61    {
62        /// Rotate the billboard's vertices around their facing direction
63        BBR_VERTEX,
64        /// Rotate the billboard's texture coordinates
65        BBR_TEXCOORD
66    };
67    /** The type of billboard to use. */
68    enum BillboardType
69    {
70        /// Standard point billboard (default), always faces the camera completely and is always upright
71        BBT_POINT,
72        /// Billboards are oriented around a shared direction vector (used as Y axis) and only rotate around this to face the camera
73        BBT_ORIENTED_COMMON,
74        /// Billboards are oriented around their own direction vector (their own Y axis) and only rotate around this to face the camera
75        BBT_ORIENTED_SELF,
76        /// Billboards are perpendicular to a shared direction vector (used as Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor
77        BBT_PERPENDICULAR_COMMON,
78        /// Billboards are perpendicular to their own direction vector (their own Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor
79        BBT_PERPENDICULAR_SELF
80    };
81
82    /** A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material
83        and which are fairly close proximity to each other.
84        @remarks
85            Billboards are rectangles made up of 2 tris which are always facing the given direction. They are typically used
86            for special effects like particles. This class collects together a set of billboards with the same (default) dimensions,
87            material and relative locality in order to process them more efficiently. The entire set of billboards will be
88            culled as a whole (by default, although this can be changed if you want a large set of billboards
89            which are spread out and you want them culled individually), individual Billboards have locations which are relative to the set (which itself derives it's
90            position from the SceneNode it is attached to since it is a MoveableObject), they will be rendered as a single rendering operation,
91            and some calculations will be sped up by the fact that they use the same dimensions so some workings can be reused.
92        @par
93            A BillboardSet can be created using the SceneManager::createBillboardSet method. They can also be used internally
94            by other classes to create effects.
95                @note
96                        Billboard bounds are only automatically calculated when you create them.
97                        If you modify the position of a billboard you may need to call
98                        _updateBounds if the billboard moves outside the original bounds.
99                        Similarly, the bounds do no shrink when you remove a billboard,
100                        if you want them to call _updateBounds, but note this requires a
101                        potentially expensive examination of every billboard in the set.
102    */
103    class _OgreExport BillboardSet : public MovableObject, public Renderable
104    {
105    protected:
106        /** Private constructor (instances cannot be created directly).
107        */
108        BillboardSet();
109
110        /// Bounds of all billboards in this set
111        AxisAlignedBox mAABB;
112                /// Bounding radius
113                Real mBoundingRadius;
114
115        /// Origin of each billboard
116        BillboardOrigin mOriginType;
117        /// Rotation type of each billboard
118        BillboardRotationType mRotationType;
119
120        /// Default width of each billboard
121        Real mDefaultWidth;
122        /// Default height of each billboard
123        Real mDefaultHeight;
124
125        /// Name of the material to use
126        String mMaterialName;
127        /// Pointer to the material to use
128        MaterialPtr mpMaterial;
129
130        /// True if no billboards in this set have been resized - greater efficiency.
131        bool mAllDefaultSize;
132
133        /// Flag indicating whether to autoextend pool
134        bool mAutoExtendPool;
135
136                /// Flag indicating whether the billboards has to be sorted
137                bool mSortingEnabled;
138
139        // Use 'true' billboard to cam position facing, rather than camera direcion
140        bool mAccurateFacing;
141
142        bool mAllDefaultRotation;
143        bool mWorldSpace;
144
145        typedef std::list<Billboard*> ActiveBillboardList;
146        typedef std::list<Billboard*> FreeBillboardList;
147        typedef std::vector<Billboard*> BillboardPool;
148
149        /** Active billboard list.
150            @remarks
151                This is a linked list of pointers to billboards in the billboard pool.
152            @par
153                This allows very fast instertions and deletions from anywhere in the list to activate / deactivate billboards
154                (required for particle systems etc)    as well as resuse of Billboard instances in the pool
155                without construction & destruction which avoids memory thrashing.
156        */
157        ActiveBillboardList mActiveBillboards;
158
159        /** Free billboard queue.
160            @remarks
161                This contains a list of the billboards free for use as new instances
162                as required by the set. Billboard instances are preconstructed up to the estimated size in the
163                mBillboardPool vector and are referenced on this deque at startup. As they get used this deque
164                reduces, as they get released back to to the set they get added back to the deque.
165        */
166        FreeBillboardList mFreeBillboards;
167
168        /** Pool of billboard instances for use and reuse in the active billboard list.
169            @remarks
170                This vector will be preallocated with the estimated size of the set,and will extend as required.
171        */
172        BillboardPool mBillboardPool;
173
174        /// The vertex position data for all billboards in this set.
175        VertexData* mVertexData;
176        /// Shortcut to main buffer (positions, colours, texture coords)
177        HardwareVertexBufferSharedPtr mMainBuf;
178        /// Locked pointer to buffer
179        float* mLockPtr;
180        /// Boundary offsets based on origin and camera orientation
181        /// Vector3 vLeftOff, vRightOff, vTopOff, vBottomOff;
182        /// Final vertex offsets, used where sizes all default to save calcs
183        Vector3 mVOffset[4];
184        /// Current camera
185        Camera* mCurrentCamera;
186        // Parametric offsets of origin
187        Real mLeftOff, mRightOff, mTopOff, mBottomOff;
188        // Camera axes in billboard space
189        Vector3 mCamX, mCamY;
190        // Camera direction in billboard space
191        Vector3 mCamDir;
192        // Camera orientation in billboard space
193        Quaternion mCamQ;
194        // Camera position in billboard space
195        Vector3 mCamPos;
196
197        /// The vertex index data for all billboards in this set (1 set only)
198        //unsigned short* mpIndexes;
199        IndexData* mIndexData;
200
201        /// Flag indicating whether each billboard should be culled separately (default: false)
202        bool mCullIndividual;
203
204        typedef std::vector< Ogre::FloatRect > TextureCoordSets;
205        TextureCoordSets mTextureCoords;
206
207        /// The type of billboard to render
208        BillboardType mBillboardType;
209
210        /// Common direction for billboards of type BBT_ORIENTED_COMMON and BBT_PERPENDICULAR_COMMON
211        Vector3 mCommonDirection;
212        /// Common up-vector for billboards of type BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON
213        Vector3 mCommonUpVector;
214
215        /// Internal method for culling individual billboards
216        inline bool billboardVisible(Camera* cam, const Billboard& bill);
217
218        // Number of visible billboards (will be == getNumBillboards if mCullIndividual == false)
219        unsigned short mNumVisibleBillboards;
220
221        /// Internal method for increasing pool size
222        virtual void increasePool(size_t size);
223
224
225        //-----------------------------------------------------------------------
226        // The internal methods which follow are here to allow maximum flexibility as to
227        //  when various components of the calculation are done. Depending on whether the
228        //  billboards are of fixed size and whether they are point or oriented type will
229        //  determine how much calculation has to be done per-billboard. NOT a one-size fits all approach.
230        //-----------------------------------------------------------------------
231        /** Internal method for generating billboard corners.
232        @remarks
233            Optional parameter pBill is only present for type BBT_ORIENTED_SELF and BBT_PERPENDICULAR_SELF
234        */
235        void genBillboardAxes(Vector3* pX, Vector3 *pY, const Billboard* pBill = 0);
236
237        /** Internal method, generates parametric offsets based on origin.
238        */
239        void getParametricOffsets(Real& left, Real& right, Real& top, Real& bottom);
240
241        /** Internal method for generating vertex data.
242        @param offsets Array of 4 Vector3 offsets
243        @param bb Referenceto billboard
244        */
245        void genVertices(const Vector3* const offsets, const Billboard& pBillboard);
246
247        /** Internal method generates vertex offsets.
248        @remarks
249            Takes in parametric offsets as generated from getParametericOffsets, width and height values
250            and billboard x and y axes as generated from genBillboardAxes.
251            Fills output array of 4 vectors with vector offsets
252            from origin for left-top, right-top, left-bottom, right-bottom corners.
253        */
254        void genVertOffsets(Real inleft, Real inright, Real intop, Real inbottom,
255            Real width, Real height,
256            const Vector3& x, const Vector3& y, Vector3* pDestVec);
257
258
259        /** Sort by direction functor */
260        struct SortByDirectionFunctor
261        {
262            /// Direction to sort in
263            Vector3 sortDir;
264
265            SortByDirectionFunctor(const Vector3& dir);
266            float operator()(Billboard* bill) const;
267        };
268
269        /** Sort by distance functor */
270        struct SortByDistanceFunctor
271        {
272            /// Position to sort in
273            Vector3 sortPos;
274
275            SortByDistanceFunctor(const Vector3& pos);
276            float operator()(Billboard* bill) const;
277        };
278
279                static RadixSort<ActiveBillboardList, Billboard*, float> mRadixSorter;
280
281                /// Use point rendering?
282                bool mPointRendering;
283
284
285
286    private:
287        /// Flag indicating whether the HW buffers have been created.
288        bool mBuffersCreated;
289        /// The number of billboard in the pool.
290        size_t mPoolSize;
291        /// Is external billboard data in use?
292        bool mExternalData;
293
294        /** Internal method creates vertex and index buffers.
295        */
296        void _createBuffers(void);
297        /** Internal method destroys vertex and index buffers.
298        */
299        void _destroyBuffers(void);
300
301    public:
302
303        /** Usual constructor - this is called by the SceneManager.
304            @param
305                name The name to give the billboard set (must be unique)
306            @param
307                poolSize The initial size of the billboard pool. Estimate of the number of billboards
308                which will be required, and pass it using this parameter. The set will
309                preallocate this number to avoid memory fragmentation. The default behaviour
310                once this pool has run out is to double it.
311            @param
312                externalDataSource If true, the source of data for drawing the
313                billboards will not be the internal billboard list, but external
314                data. When driving thebillboard from external data, you must call
315                _notifyCurrentCamera to reorient the billboards, setPoolSize to set
316                the maximum billboards you want to use, beginBillboards to
317                start the update, and injectBillboard per billboard,
318                followed by endBillboards.
319            @see
320                BillboardSet::setAutoextend
321        */
322        BillboardSet( const String& name, unsigned int poolSize = 20, 
323            bool externalDataSource = false);
324
325        virtual ~BillboardSet();
326
327        /** Creates a new billboard and adds it to this set.
328            @remarks
329                Behaviour once the billboard pool has been exhausted depends on the
330                BillboardSet::setAutoextendPool option.
331            @param
332                position The position of the new billboard realtive to the certer of the set
333            @param
334                colour Optional base colour of the billboard.
335            @returns
336                On success, a pointer to a newly created Billboard is
337                returned.
338            @par
339                On failiure (i.e. no more space and can't autoextend),
340                <b>NULL</b> is returned.
341            @see
342                BillboardSet::setAutoextend
343        */
344        Billboard* createBillboard(
345            const Vector3& position,
346            const ColourValue& colour = ColourValue::White );
347
348        /** Creates a new billboard and adds it to this set.
349            @remarks
350                Behaviour once the billboard pool has been exhausted depends on the
351                BillboardSet::setAutoextendPool option.
352            @param
353                x
354            @param
355                y
356            @param
357                z The position of the new billboard realtive to the certer of the set
358            @param
359                colour Optional base colour of the billboard.
360            @returns
361                On success, a pointer to a newly created Billboard is
362                returned.
363            @par
364                On failiure (i.e. no more space and can't autoextend),
365                <b>NULL</b> is returned.
366            @see
367                BillboardSet::setAutoextend
368        */
369        Billboard* createBillboard(
370            Real x, Real y, Real z,
371            const ColourValue& colour = ColourValue::White );
372
373        /** Returns the number of active billboards which currently make up this set.
374        */
375        virtual int getNumBillboards(void) const;
376
377        /** Tells the set whether to allow automatic extension of the pool of billboards.
378            @remarks
379                A BillboardSet stores a pool of pre-constructed billboards which are used as needed when
380                a new billboard is requested. This allows applications to create / remove billboards efficiently
381                without incurring construction / destruction costs (a must for sets with lots of billboards like
382                particle effects). This method allows you to configure the behaviour when a new billboard is requested
383                but the billboard pool has been exhausted.
384            @par
385                The default behaviour is to allow the pool to extend (typically this allocates double the current
386                pool of billboards when the pool is expended), equivalent to calling this method with
387                autoExtend = true. If you set the parameter to false however, any attempt to create a new billboard
388                when the pool has expired will simply fail silently, returning a null pointer.
389            @param autoextend true to double the pool every time it runs out, false to fail silently.
390        */
391        virtual void setAutoextend(bool autoextend);
392
393        /** Returns true if the billboard pool automatically extends.
394            @see
395                BillboardSet::setAutoextend
396        */
397        virtual bool getAutoextend(void) const;
398
399                /** Enables sorting for this BillboardSet. (default: off)
400                        @param sortenable true to sort the billboards according to their distance to the camera
401                */
402                virtual void setSortingEnabled(bool sortenable);
403
404                /** Returns true if sorting of billboards is enabled based on their distance from the camera
405                    @see
406                                BillboardSet::setSortingEnabled
407                */
408                virtual bool getSortingEnabled(void) const;
409
410        /** Adjusts the size of the pool of billboards available in this set.
411            @remarks
412                See the BillboardSet::setAutoextend method for full details of the billboard pool. This method adjusts
413                the preallocated size of the pool. If you try to reduce the size of the pool, the set has the option
414                of ignoring you if too many billboards are already in use. Bear in mind that calling this method will
415                incur significant construction / destruction calls so should be avoided in time-critical code. The same
416                goes for auto-extension, try to avoid it by estimating the pool size correctly up-front.
417            @param
418                size The new size for the pool.
419        */
420        virtual void setPoolSize(size_t size);
421
422        /** Returns the current size of the billboard pool.
423            @returns
424                The current size of the billboard pool.
425            @see
426                BillboardSet::setAutoextend
427        */
428        virtual unsigned int getPoolSize(void) const;
429
430
431        /** Empties this set of all billboards.
432        */
433        virtual void clear();
434
435        /** Returns a pointer to the billboard at the supplied index.
436            @note
437                This method requires linear time since the billboard list is a linked list.
438            @param
439                index The index of the billboard that is requested.
440            @returns
441                On success, a valid pointer to the requested billboard is
442                returned.
443            @par
444                On failiure, <b>NULL</b> is returned.
445        */
446        virtual Billboard* getBillboard(unsigned int index) const;
447
448        /** Removes the billboard at the supplied index.
449            @note
450                This method requires linear time since the billboard list is a linked list.
451        */
452        virtual void removeBillboard(unsigned int index);
453
454        /** Removes a billboard from the set.
455            @note
456                This version is more efficient than removing by index.
457        */
458        virtual void removeBillboard(Billboard* pBill);
459
460        /** Sets the point which acts as the origin point for all billboards in this set.
461            @remarks
462                This setting controls the fine tuning of where a billboard appears in relation to it's
463                position. It could be that a billboard's position represents it's center (e.g. for fireballs),
464                it could mean the center of the bottom edge (e.g. a tree which is positioned on the ground),
465                the top-left corner (e.g. a cursor).
466            @par
467                The default setting is BBO_CENTER.
468            @param
469                origin A member of the BillboardOrigin enum specifying the origin for all the billboards in this set.
470        */
471        virtual void setBillboardOrigin(BillboardOrigin origin);
472
473        /** Gets the point which acts as the origin point for all billboards in this set.
474            @returns
475                A member of the BillboardOrigin enum specifying the origin for all the billboards in this set.
476        */
477        virtual BillboardOrigin getBillboardOrigin(void) const;
478
479        /** Sets billboard rotation type.
480            @remarks
481                This setting controls the billboard rotation type, you can deciding rotate the billboard's vertices
482                around their facing direction or rotate the billboard's texture coordinates.
483            @par
484                The default settings is BBR_TEXCOORD.
485            @param
486                rotationType A member of the BillboardRotationType enum specifying the rotation type for all the billboards in this set.
487        */
488        virtual void setBillboardRotationType(BillboardRotationType rotationType);
489
490        /** Sets billboard rotation type.
491            @returns
492                A member of the BillboardRotationType enum specifying the rotation type for all the billboards in this set.
493        */
494        virtual BillboardRotationType getBillboardRotationType(void) const;
495
496        /** Sets the default dimensions of the billboards in this set.
497            @remarks
498                All billboards in a set are created with these default dimensions. The set will render most efficiently if
499                all the billboards in the set are the default size. It is possible to alter the size of individual
500                billboards at the expense of extra calculation. See the Billboard class for more info.
501            @param width
502                The new default width for the billboards in this set.
503            @param height
504                The new default height for the billboards in this set.
505        */
506        virtual void setDefaultDimensions(Real width, Real height);
507
508        /** See setDefaultDimensions - this sets 1 component individually. */
509        virtual void setDefaultWidth(Real width);
510        /** See setDefaultDimensions - this gets 1 component individually. */
511        virtual Real getDefaultWidth(void) const;
512        /** See setDefaultDimensions - this sets 1 component individually. */
513        virtual void setDefaultHeight(Real height);
514        /** See setDefaultDimensions - this gets 1 component individually. */
515        virtual Real getDefaultHeight(void) const;
516
517        /** Sets the name of the material to be used for this billboard set.
518            @param
519                name The new name of the material to use for this set.
520        */
521        virtual void setMaterialName(const String& name);
522
523        /** Sets the name of the material to be used for this billboard set.
524            @returns The name of the material that is used for this set.
525        */
526        virtual const String& getMaterialName(void) const;
527
528        /** Overridden from MovableObject
529            @see
530                MovableObject
531        */
532        virtual void _notifyCurrentCamera(Camera* cam);
533
534        /** Begin injection of billboard data; applicable when
535            constructing the BillboardSet for external data use.
536                @param numBillboards If you know the number of billboards you will be
537                        issuing, state it here to make the update more efficient.
538        */
539        void beginBillboards(size_t numBillboards = 0);
540        /** Define a billboard. */
541        void injectBillboard(const Billboard& bb);
542        /** Finish defining billboards. */
543        void endBillboards(void);
544                /** Set the bounds of the BillboardSet.
545                @remarks
546                        You may need to call this if you're injecting billboards manually,
547                        and you're relying on the BillboardSet to determine culling.
548                */
549                void setBounds(const AxisAlignedBox& box, Real radius);
550
551
552        /** Overridden from MovableObject
553            @see
554                MovableObject
555        */
556        virtual const AxisAlignedBox& getBoundingBox(void) const;
557
558        /** Overridden from MovableObject
559            @see
560                MovableObject
561        */
562        virtual Real getBoundingRadius(void) const;
563        /** Overridden from MovableObject
564            @see
565                MovableObject
566        */
567        virtual void _updateRenderQueue(RenderQueue* queue);
568
569        /** Overridden from MovableObject
570            @see
571                MovableObject
572        */
573        virtual const MaterialPtr& getMaterial(void) const;
574
575        /** Overridden from MovableObject
576            @see
577                MovableObject
578        */
579        virtual void getRenderOperation(RenderOperation& op);
580
581        /** Overridden from MovableObject
582            @see
583                MovableObject
584        */
585        virtual void getWorldTransforms(Matrix4* xform) const;
586
587        /** @copydoc Renderable::getWorldOrientation */
588        const Quaternion& getWorldOrientation(void) const;
589        /** @copydoc Renderable::getWorldPosition */
590        const Vector3& getWorldPosition(void) const;
591        /** Internal callback used by Billboards to notify their parent that they have been resized.
592        */
593        virtual void _notifyBillboardResized(void);
594
595        /** Internal callback used by Billboards to notify their parent that they have been rotated..
596        */
597        virtual void _notifyBillboardRotated(void);
598
599        /** Returns whether or not billbards in this are tested individually for culling. */
600        virtual bool getCullIndividually(void) const;
601        /** Sets whether culling tests billboards in this individually as well as in a group.
602        @remarks
603            Billboard sets are always culled as a whole group, based on a bounding box which
604            encloses all billboards in the set. For fairly localised sets, this is enough. However, you
605            can optionally tell the set to also cull individual billboards in the set, i.e. to test
606            each individual billboard before rendering. The default is not to do this.
607        @par
608            This is useful when you have a large, fairly distributed set of billboards, like maybe
609            trees on a landscape. You probably still want to group them into more than one
610            set (maybe one set per section of landscape), which will be culled coarsely, but you also
611            want to cull the billboards individually because they are spread out. Whilst you could have
612            lots of single-tree sets which are culled separately, this would be inefficient to render
613            because each tree would be issued as it's own rendering operation.
614        @par
615            By calling this method with a parameter of true, you can have large billboard sets which
616            are spaced out and so get the benefit of batch rendering and coarse culling, but also have
617            fine-grained culling so unnecessary rendering is avoided.
618        @param cullIndividual If true, each billboard is tested before being sent to the pipeline as well
619            as the whole set having to pass the coarse group bounding test.
620        */
621        virtual void setCullIndividually(bool cullIndividual);
622
623        /** Sets the type of billboard to render.
624        @remarks
625            The default sort of billboard (BBT_POINT), always has both x and y axes parallel to
626            the camera's local axes. This is fine for 'point' style billboards (e.g. flares,
627            smoke, anything which is symmetrical about a central point) but does not look good for
628            billboards which have an orientation (e.g. an elongated raindrop). In this case, the
629            oriented billboards are more suitable (BBT_ORIENTED_COMMON or BBT_ORIENTED_SELF) since
630            they retain an independant Y axis and only the X axis is generated, perpendicular to both
631            the local Y and the camera Z.
632        @par
633            In some case you might want the billboard has fixed Z axis and doesn't need to face to
634            camera (e.g. an aureola around the player and parallel to the ground). You can use
635            BBT_PERPENDICULAR_SELF which the billboard plane perpendicular to the billboard own
636            direction. Or BBT_PERPENDICULAR_COMMON which the billboard plane perpendicular to the
637            common direction.
638        @note
639            BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON can't guarantee counterclockwise, you might
640            use double-side material (<b>cull_hardware node</b>) to ensure no billboard are culled.
641        @param bbt The type of billboard to render
642        */
643        virtual void setBillboardType(BillboardType bbt);
644
645        /** Returns the billboard type in use. */
646        virtual BillboardType getBillboardType(void) const;
647
648        /** Use this to specify the common direction given to billboards of type BBT_ORIENTED_COMMON or BBT_PERPENDICULAR_COMMON.
649        @remarks
650            Use BBT_ORIENTED_COMMON when you want oriented billboards but you know they are always going to
651            be oriented the same way (e.g. rain in calm weather). It is faster for the system to calculate
652            the billboard vertices if they have a common direction.
653        @par
654            The common direction also use in BBT_PERPENDICULAR_COMMON, in this case the common direction
655            treat as Z axis, and an additional common up-vector was use to determine billboard X and Y
656            axis.
657            @see setCommonUpVector
658        @param vec The direction for all billboards.
659        @note
660            The direction are use as is, never normalised in internal, user are supposed to normalise it himself.
661        */
662        virtual void setCommonDirection(const Vector3& vec);
663
664        /** Gets the common direction for all billboards (BBT_ORIENTED_COMMON) */
665        virtual const Vector3& getCommonDirection(void) const;
666
667        /** Use this to specify the common up-vector given to billboards of type BBT_PERPENDICULAR_SELF or BBT_PERPENDICULAR_COMMON.
668        @remarks
669            Use BBT_PERPENDICULAR_SELF or BBT_PERPENDICULAR_COMMON when you want oriented billboards
670            perpendicular to specify direction vector (or, Z axis), and doesn't face to camera.
671            In this case, we need an additional up-vector to determine the billboard X and Y axis.
672            The generated billboard plane and X-axis guarantee perpendicular to specify direction.
673            @see setCommonDirection
674        @par
675            The specify direction is billboard own direction when billboard type is BBT_PERPENDICULAR_SELF,
676            and it's shared common direction when billboard type is BBT_PERPENDICULAR_COMMON.
677        @param vec The up-vector for all billboards.
678        @note
679            The up-vector are use as is, never normalised in internal, user are supposed to normalise it himself.
680        */
681        virtual void setCommonUpVector(const Vector3& vec);
682
683        /** Gets the common up-vector for all billboards (BBT_PERPENDICULAR_SELF and BBT_PERPENDICULAR_COMMON) */
684        virtual const Vector3& getCommonUpVector(void) const;
685       
686        /** Sets whether or not billboards should use an 'accurate' facing model
687            based on the vector from each billboard to the camera, rather than
688            an optimised version using just the camera direction.
689        @remarks
690            By default, the axes for all billboards are calulated using the
691            camera's view direction, not the vector from the camera position to
692            the billboard. The former is faster, and most of the time the difference
693            is not noticeable. However for some purposes (e.g. very large, static
694            billboards) the changing billboard orientation when rotating the camera
695            can be off putting, therefore you can enable this option to use a
696            more expensive, but more accurate version.
697        @param acc True to use the slower but more accurate model. Default is false.
698        */
699        virtual void setUseAccurateFacing(bool acc) { mAccurateFacing = acc; }
700        /** Gets whether or not billboards use an 'accurate' facing model
701            based on the vector from each billboard to the camera, rather than
702            an optimised version using just the camera direction.
703        */
704        virtual bool getUseAccurateFacing(void) const { return mAccurateFacing; }
705
706        /** Overridden from MovableObject */
707        virtual const String& getMovableType(void) const;
708
709        /** Overridden, see Renderable */
710        Real getSquaredViewDepth(const Camera* cam) const;
711
712        /** Update the bounds of the billboardset */
713        virtual void _updateBounds(void);
714        /** @copydoc Renderable::getLights */
715        const LightList& getLights(void) const;
716
717        /** Sort the billboard set. Only called when enabled via setSortingEnabled */
718                virtual void _sortBillboards( Camera* cam);
719
720        /** Gets the sort mode of this billboard set */
721        virtual SortMode _getSortMode(void) const;
722
723        /** Sets whether billboards should be treated as being in world space.
724        @remarks
725            This is most useful when you are driving the billboard set from
726            an external data source.
727        */
728        virtual void setBillboardsInWorldSpace(bool ws) { mWorldSpace = ws; }
729
730        /** BillboardSet can use custom texture coordinates for various billboards.
731            This is useful for selecting one of many particle images out of a tiled
732            texture sheet, or doing flipbook animation within a single texture.
733          @par
734            The generic functionality is setTextureCoords(), which will copy the
735            texture coordinate rects you supply into internal storage for the
736            billboard set. If your texture sheet is a square grid, you can also
737            use setTextureStacksAndSlices() for more convenience, which will construct
738            the set of texture coordinates for you.
739          @par
740            When a Billboard is created, it can be assigned a texture coordinate
741            set from within the sets you specify (that set can also be re-specified
742            later). When drawn, the billboard will use those texture coordinates,
743            rather than the full 0-1 range.
744          @par
745          @param coords is a vector of texture coordinates (in UV space) to choose
746            from for each billboard created in the set.
747          @param numCoords is how many such coordinate rectangles there are to
748            choose from.
749          @remarks
750            Set 'coords' to 0 and/or 'numCoords' to 0 to reset the texture coord
751            rects to the initial set of a single rectangle spanning 0 through 1 in
752            both U and V (i e, the entire texture).
753          @see
754            BillboardSet::setTextureStacksAndSlices()
755            Billboard::setTexcoordIndex()
756          */
757        virtual void setTextureCoords( Ogre::FloatRect const * coords, uint16 numCoords );
758
759        /** setTextureStacksAndSlices() will generate texture coordinate rects as if the
760            texture for the billboard set contained 'stacks' rows of 'slices'
761            images each, all equal size. Thus, if the texture size is 512x512
762            and 'stacks' is 4 and 'slices' is 8, each sub-rectangle of the texture
763            would be 128 texels tall and 64 texels wide.
764          @remarks
765            This function is short-hand for creating a regular set and calling
766            setTextureCoords() yourself. The numbering used for Billboard::setTexcoordIndex()
767            counts first across, then down, so top-left is 0, the one to the right
768            of that is 1, and the lower-right is stacks*slices-1.
769          @see
770            BillboardSet::setTextureCoords()
771          */
772        virtual void setTextureStacksAndSlices( uchar stacks, uchar slices );
773
774        /** getTextureCoords() returns the current texture coordinate rects in
775            effect. By default, there is only one texture coordinate rect in the
776            set, spanning the entire texture from 0 through 1 in each direction.
777          @see
778            BillboardSet::setTextureCoords()
779          */
780        virtual Ogre::FloatRect const * getTextureCoords( uint16 * oNumCoords );
781
782                /** Set whether or not the BillboardSet will use point rendering
783                        rather than manually generated quads.
784                @remarks
785                        By default a billboardset is rendered by generating geometry for a
786                        textured quad in memory, taking into account the size and
787                        orientation settings, and uploading it to the video card.
788                        The alternative is to use hardware point rendering, which means that
789                        only one position needs to be sent per billboard rather than 4 and
790                        the hardware sorts out how this is rendered based on the render
791                        state.
792                @par
793                        Using point rendering is faster than generating quads manually, but
794                        is more restrictive. The following restrictions apply:
795                        \li Only the BBT_POINT type is supported
796                        \li Size and appearance of each billboard is controlled by the
797                                material (Pass::setPointSize, Pass::setPointSizeAttenuation,
798                                Pass::setPointSpritesEnabled)
799                        \li Per-billboard size is not supported (stems from the above)
800                        \li Per-billboard rotation is not supported, this can only be
801                                controlled through texture unit rotation
802                        \li Only BBO_CENTER origin is supported
803                        \li Per-billboard texture coordinates are not supported
804
805                @par
806                        You will almost certainly want to enable in your material pass
807                        both point attenuation and point sprites if you use this option.
808                @param enabled True to enable point rendering, false otherwise
809                */
810                virtual void setPointRenderingEnabled(bool enabled);
811
812                /** Returns whether point rendering is enabled. */
813                virtual bool isPointRenderingEnabled(void) const
814                { return mPointRendering; }
815               
816                /// Override to return specific type flag
817                uint32 getTypeFlags(void) const;
818
819    };
820
821        /** Factory object for creating BillboardSet instances */
822        class _OgreExport BillboardSetFactory : public MovableObjectFactory
823        {
824        protected:
825                MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
826        public:
827                BillboardSetFactory() {}
828                ~BillboardSetFactory() {}
829
830                static String FACTORY_TYPE_NAME;
831
832                const String& getType(void) const;
833                void destroyInstance( MovableObject* obj); 
834
835        };
836
837
838}
839
840
841#endif
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