Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #include <vlGraphics/Billboard.hpp> 00033 #include <vlGraphics/Camera.hpp> 00034 00035 using namespace vl; 00036 00037 //----------------------------------------------------------------------------- 00038 Billboard::Billboard() 00039 { 00040 setAxis(vec3(0,1,0)); 00041 setNormal(vec3(0,0,1)); 00042 mType = BT_SphericalBillboard; 00043 VL_DEBUG_SET_OBJECT_NAME() 00044 } 00045 //----------------------------------------------------------------------------- 00046 vec3 Billboard::position() 00047 { 00048 return localMatrix().getT(); 00049 } 00050 //----------------------------------------------------------------------------- 00051 void Billboard::setPosition(const vec3& pos) 00052 { 00053 setLocalMatrix( mat4::getTranslation(pos) ); 00054 } 00055 //----------------------------------------------------------------------------- 00056 void Billboard::computeWorldMatrix(Camera* camera) 00057 { 00058 if( assumeIdentityWorldMatrix() ) 00059 { 00060 setWorldMatrix( mat4() ); 00061 } 00062 else 00063 if ( !camera ) 00064 { 00065 Transform::computeWorldMatrix(NULL); 00066 } 00067 else 00068 { 00069 mat4 world_mat; 00070 vec3 pos = position(); 00071 if (parent() && !parent()->assumeIdentityWorldMatrix()) 00072 pos = parent()->worldMatrix() * pos; 00073 if ( type() == BT_SphericalBillboard ) 00074 { 00075 // eye positional 00076 world_mat.setZ( (camera->modelingMatrix().getT() - pos).normalize() ); 00077 world_mat.setY( camera->modelingMatrix().getY() ); 00078 world_mat.setX( cross(world_mat.getY(), world_mat.getZ()) ); 00079 world_mat = vl::mat4::getTranslation(pos) * world_mat; 00080 00081 // eye directional 00082 //world_mat.setZ( camera->modelingMatrix().getZ() ); 00083 //world_mat.setY( camera->modelingMatrix().getY() ); 00084 //world_mat.setX( camera->modelingMatrix().getX() ); 00085 //world_mat = vl::mat4::getTranslation(pos) * world_mat; 00086 } 00087 else 00088 if ( type() == BT_AxisAlignedBillboard ) 00089 { 00090 vec3 normal = mNormal; 00091 vec3 bill_to_eye = (camera->modelingMatrix().getT() - pos).normalize(); 00092 // flatten on the plane defined by the axis() 00093 normal = normal - axis() * dot(normal, axis()); 00094 bill_to_eye = bill_to_eye - axis() * dot(bill_to_eye, axis()); 00095 normal.normalize(); 00096 bill_to_eye.normalize(); 00097 world_mat = vl::mat4::getTranslation(pos) * mat4::getRotation(normal,bill_to_eye); 00098 } 00099 00100 setWorldMatrix( world_mat ); 00101 } 00102 } 00103 //-----------------------------------------------------------------------------