/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __BillboardParticleRenderer_H__ #define __BillboardParticleRenderer_H__ #include "OgrePrerequisites.h" #include "OgreParticleSystemRenderer.h" #include "OgreBillboardSet.h" #include "OgreHeaderPrefix.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Effects * @{ */ /** Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. @remarks This renderer has a few more options than the standard particle system, which will be passed to it automatically when the particle system itself does not understand them. */ class _OgreExport BillboardParticleRenderer : public ParticleSystemRenderer { protected: /// The billboard set that's doing the rendering BillboardSet* mBillboardSet; public: BillboardParticleRenderer(); ~BillboardParticleRenderer(); /** Command object for billboard type (see ParamCommand).*/ class _OgrePrivate CmdBillboardType : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for billboard origin (see ParamCommand).*/ class _OgrePrivate CmdBillboardOrigin : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for billboard rotation type (see ParamCommand).*/ class _OgrePrivate CmdBillboardRotationType : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for common direction (see ParamCommand).*/ class _OgrePrivate CmdCommonDirection : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for common up-vector (see ParamCommand).*/ class _OgrePrivate CmdCommonUpVector : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for point rendering (see ParamCommand).*/ class _OgrePrivate CmdPointRendering : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for accurate facing(see ParamCommand).*/ class _OgrePrivate CmdAccurateFacing : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Sets the type of billboard to render. @remarks The default sort of billboard (BBT_POINT), always has both x and y axes parallel to the camera's local axes. This is fine for 'point' style billboards (e.g. flares, smoke, anything which is symmetrical about a central point) but does not look good for billboards which have an orientation (e.g. an elongated raindrop). In this case, the oriented billboards are more suitable (BBT_ORIENTED_COMMON or BBT_ORIENTED_SELF) since they retain an independent Y axis and only the X axis is generated, perpendicular to both the local Y and the camera Z. @param bbt The type of billboard to render */ void setBillboardType(BillboardType bbt); /** Returns the billboard type in use. */ BillboardType getBillboardType(void) const; /// @copydoc BillboardSet::setUseAccurateFacing void setUseAccurateFacing(bool acc); /// @copydoc BillboardSet::getUseAccurateFacing bool getUseAccurateFacing(void) const; /** Sets the point which acts as the origin point for all billboards in this set. @remarks This setting controls the fine tuning of where a billboard appears in relation to it's position. It could be that a billboard's position represents it's center (e.g. for fireballs), it could mean the center of the bottom edge (e.g. a tree which is positioned on the ground), the top-left corner (e.g. a cursor). @par The default setting is BBO_CENTER. @param origin A member of the BillboardOrigin enum specifying the origin for all the billboards in this set. */ void setBillboardOrigin(BillboardOrigin origin) { mBillboardSet->setBillboardOrigin(origin); } /** Gets the point which acts as the origin point for all billboards in this set. @return A member of the BillboardOrigin enum specifying the origin for all the billboards in this set. */ BillboardOrigin getBillboardOrigin(void) const { return mBillboardSet->getBillboardOrigin(); } /** Sets billboard rotation type. @remarks This setting controls the billboard rotation type, you can deciding rotate the billboard's vertices around their facing direction or rotate the billboard's texture coordinates. @par The default settings is BBR_TEXCOORD. @param rotationType A member of the BillboardRotationType enum specifying the rotation type for all the billboards in this set. */ void setBillboardRotationType(BillboardRotationType rotationType); /** Gets billboard rotation type. @return A member of the BillboardRotationType enum specifying the rotation type for all the billboards in this set. */ BillboardRotationType getBillboardRotationType(void) const; /** Use this to specify the common direction given to billboards of type BBT_ORIENTED_COMMON. @remarks Use BBT_ORIENTED_COMMON when you want oriented billboards but you know they are always going to be oriented the same way (e.g. rain in calm weather). It is faster for the system to calculate the billboard vertices if they have a common direction. @param vec The direction for all billboards. */ void setCommonDirection(const Vector3& vec); /** Gets the common direction for all billboards (BBT_ORIENTED_COMMON) */ const Vector3& getCommonDirection(void) const; /** Use this to specify the common up-vector given to billboards of type BBT_PERPENDICULAR_SELF. @remarks Use BBT_PERPENDICULAR_SELF when you want oriented billboards perpendicular to their own direction vector and doesn't face to camera. In this case, we need an additional vector to determine the billboard X, Y axis. The generated X axis perpendicular to both the own direction and up-vector, the Y axis will coplanar with both own direction and up-vector, and perpendicular to own direction. @param vec The up-vector for all billboards. */ void setCommonUpVector(const Vector3& vec); /** Gets the common up-vector for all billboards (BBT_PERPENDICULAR_SELF) */ const Vector3& getCommonUpVector(void) const; /// @copydoc BillboardSet::setPointRenderingEnabled void setPointRenderingEnabled(bool enabled); /// @copydoc BillboardSet::isPointRenderingEnabled bool isPointRenderingEnabled(void) const; /// @copydoc ParticleSystemRenderer::getType const String& getType(void) const; /// @copydoc ParticleSystemRenderer::_updateRenderQueue void _updateRenderQueue(RenderQueue* queue, list::type& currentParticles, bool cullIndividually); /// @copydoc ParticleSystemRenderer::visitRenderables void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables = false); /// @copydoc ParticleSystemRenderer::_setMaterial void _setMaterial(MaterialPtr& mat); /// @copydoc ParticleSystemRenderer::_notifyCurrentCamera void _notifyCurrentCamera(Camera* cam); /// @copydoc ParticleSystemRenderer::_notifyParticleRotated void _notifyParticleRotated(void); /// @copydoc ParticleSystemRenderer::_notifyParticleResized void _notifyParticleResized(void); /// @copydoc ParticleSystemRenderer::_notifyParticleQuota void _notifyParticleQuota(size_t quota); /// @copydoc ParticleSystemRenderer::_notifyAttached void _notifyAttached(Node* parent, bool isTagPoint = false); /// @copydoc ParticleSystemRenderer::_notifyDefaultDimensions void _notifyDefaultDimensions(Real width, Real height); /// @copydoc ParticleSystemRenderer::setRenderQueueGroup void setRenderQueueGroup(uint8 queueID); /// @copydoc MovableObject::setRenderQueueGroupAndPriority void setRenderQueueGroupAndPriority(uint8 queueID, ushort priority); /// @copydoc ParticleSystemRenderer::setKeepParticlesInLocalSpace void setKeepParticlesInLocalSpace(bool keepLocal); /// @copydoc ParticleSystemRenderer::_getSortMode SortMode _getSortMode(void) const; /// Access BillboardSet in use BillboardSet* getBillboardSet(void) const { return mBillboardSet; } protected: static CmdBillboardType msBillboardTypeCmd; static CmdBillboardOrigin msBillboardOriginCmd; static CmdBillboardRotationType msBillboardRotationTypeCmd; static CmdCommonDirection msCommonDirectionCmd; static CmdCommonUpVector msCommonUpVectorCmd; static CmdPointRendering msPointRenderingCmd; static CmdAccurateFacing msAccurateFacingCmd; }; /** Factory class for BillboardParticleRenderer */ class _OgreExport BillboardParticleRendererFactory : public ParticleSystemRendererFactory { public: /// @copydoc FactoryObj::getType const String& getType() const; /// @copydoc FactoryObj::createInstance ParticleSystemRenderer* createInstance( const String& name ); /// @copydoc FactoryObj::destroyInstance void destroyInstance(ParticleSystemRenderer* ptr); }; /** @} */ /** @} */ } // namespace Ogre #include "OgreHeaderSuffix.h" #endif // __BillboardParticleRenderer_H__