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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
114 lines
3.8 KiB
C++
114 lines
3.8 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "IBillboardSceneNode.h"
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#include "SMeshBuffer.h"
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namespace irr
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{
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namespace scene
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{
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//! Scene node which is a billboard. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera.
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class CBillboardSceneNode : virtual public IBillboardSceneNode
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{
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public:
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//! constructor
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CBillboardSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
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const core::vector3df &position, const core::dimension2d<f32> &size,
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video::SColor colorTop = video::SColor(0xFFFFFFFF),
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video::SColor colorBottom = video::SColor(0xFFFFFFFF));
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virtual ~CBillboardSceneNode();
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//! pre render event
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void OnRegisterSceneNode() override;
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//! render
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void render() override;
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32> &getBoundingBox() const override;
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//! sets the size of the billboard
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void setSize(const core::dimension2d<f32> &size) override;
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//! Sets the widths of the top and bottom edges of the billboard independently.
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void setSize(f32 height, f32 bottomEdgeWidth, f32 topEdgeWidth) override;
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//! gets the size of the billboard
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const core::dimension2d<f32> &getSize() const override;
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//! Gets the widths of the top and bottom edges of the billboard.
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void getSize(f32 &height, f32 &bottomEdgeWidth, f32 &topEdgeWidth) const override;
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video::SMaterial &getMaterial(u32 i) override;
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//! returns amount of materials used by this scene node.
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u32 getMaterialCount() const override;
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//! Set the color of all vertices of the billboard
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//! \param overallColor: the color to set
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void setColor(const video::SColor &overallColor) override;
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//! Set the color of the top and bottom vertices of the billboard
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//! \param topColor: the color to set the top vertices
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//! \param bottomColor: the color to set the bottom vertices
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virtual void setColor(const video::SColor &topColor,
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const video::SColor &bottomColor) override;
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//! Gets the color of the top and bottom vertices of the billboard
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//! \param[out] topColor: stores the color of the top vertices
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//! \param[out] bottomColor: stores the color of the bottom vertices
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virtual void getColor(video::SColor &topColor,
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video::SColor &bottomColor) const override;
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//! Get the real boundingbox used by the billboard (which depends on the active camera)
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const core::aabbox3d<f32> &getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode *camera) override;
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//! Get the amount of mesh buffers.
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u32 getMeshBufferCount() const override
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{
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return Buffer ? 1 : 0;
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}
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//! Get pointer to the mesh buffer.
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IMeshBuffer *getMeshBuffer(u32 nr) const override
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{
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if (nr == 0)
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return Buffer;
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return 0;
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}
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//! Returns type of the scene node
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ESCENE_NODE_TYPE getType() const override { return ESNT_BILLBOARD; }
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//! Creates a clone of this scene node and its children.
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ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) override;
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protected:
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void updateMesh(const irr::scene::ICameraSceneNode *camera);
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private:
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//! Size.Width is the bottom edge width
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core::dimension2d<f32> Size;
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f32 TopEdgeWidth;
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//! BoundingBox which is large enough to contain the billboard independent of the camera
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// TODO: BUG - still can be wrong with scaling < 1. Billboards should calculate relative coordinates for their mesh
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// and then use the node-scaling. But needs some work...
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/** Note that we can't use the real boundingbox for culling because at that point
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the camera which is used to calculate the billboard is not yet updated. So we only
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know the real boundingbox after rendering - which is too late for culling. */
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core::aabbox3d<f32> BBoxSafe;
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scene::SMeshBuffer *Buffer;
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};
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} // end namespace scene
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} // end namespace irr
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