mirror of
https://github.com/minetest/minetest.git
synced 2024-08-21 05:54:09 +02:00
91 lines
3.7 KiB
C
91 lines
3.7 KiB
C
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include "ISceneNode.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
class ICameraSceneNode;
|
||
|
class IMeshBuffer;
|
||
|
|
||
|
//! A billboard scene node.
|
||
|
/** A billboard is like a 3d sprite: A 2d element,
|
||
|
which always looks to the camera. It is usually used for explosions, fire,
|
||
|
lensflares, particles and things like that.
|
||
|
*/
|
||
|
class IBillboardSceneNode : public ISceneNode
|
||
|
{
|
||
|
public:
|
||
|
//! Constructor
|
||
|
IBillboardSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
|
||
|
const core::vector3df &position = core::vector3df(0, 0, 0)) :
|
||
|
ISceneNode(parent, mgr, id, position) {}
|
||
|
|
||
|
//! Sets the size of the billboard, making it rectangular.
|
||
|
virtual void setSize(const core::dimension2d<f32> &size) = 0;
|
||
|
|
||
|
//! Sets the size of the billboard with independent widths of the bottom and top edges.
|
||
|
/** \param[in] height The height of the billboard.
|
||
|
\param[in] bottomEdgeWidth The width of the bottom edge of the billboard.
|
||
|
\param[in] topEdgeWidth The width of the top edge of the billboard.
|
||
|
*/
|
||
|
virtual void setSize(f32 height, f32 bottomEdgeWidth, f32 topEdgeWidth) = 0;
|
||
|
|
||
|
//! Returns the size of the billboard.
|
||
|
/** This will return the width of the bottom edge of the billboard.
|
||
|
Use getWidths() to retrieve the bottom and top edges independently.
|
||
|
\return Size of the billboard.
|
||
|
*/
|
||
|
virtual const core::dimension2d<f32> &getSize() const = 0;
|
||
|
|
||
|
//! Gets the size of the the billboard and handles independent top and bottom edge widths correctly.
|
||
|
/** \param[out] height The height of the billboard.
|
||
|
\param[out] bottomEdgeWidth The width of the bottom edge of the billboard.
|
||
|
\param[out] topEdgeWidth The width of the top edge of the billboard.
|
||
|
*/
|
||
|
virtual void getSize(f32 &height, f32 &bottomEdgeWidth, f32 &topEdgeWidth) const = 0;
|
||
|
|
||
|
//! Set the color of all vertices of the billboard
|
||
|
/** \param[in] overallColor Color to set */
|
||
|
virtual void setColor(const video::SColor &overallColor) = 0;
|
||
|
|
||
|
//! Set the color of the top and bottom vertices of the billboard
|
||
|
/** \param[in] topColor Color to set the top vertices
|
||
|
\param[in] bottomColor Color to set the bottom vertices */
|
||
|
virtual void setColor(const video::SColor &topColor,
|
||
|
const video::SColor &bottomColor) = 0;
|
||
|
|
||
|
//! Gets the color of the top and bottom vertices of the billboard
|
||
|
/** \param[out] topColor Stores the color of the top vertices
|
||
|
\param[out] bottomColor Stores the color of the bottom vertices */
|
||
|
virtual void getColor(video::SColor &topColor,
|
||
|
video::SColor &bottomColor) const = 0;
|
||
|
|
||
|
//! Get the real boundingbox used by the billboard, which can depend on the active camera.
|
||
|
/** The boundingbox returned will use absolute coordinates.
|
||
|
The billboard orients itself toward the camera and some only update in render().
|
||
|
So we don't know the real boundingboxes before that. Which would be too late for culling.
|
||
|
That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
|
||
|
to contain the billboard. While this function can return the real one. */
|
||
|
virtual const core::aabbox3d<f32> &getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode *camera) = 0;
|
||
|
|
||
|
//! Get the amount of mesh buffers.
|
||
|
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||
|
virtual u32 getMeshBufferCount() const = 0;
|
||
|
|
||
|
//! Get pointer to a mesh buffer.
|
||
|
/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
|
||
|
So this is mainly useful to access/modify the uv-coordinates.
|
||
|
\param nr: Zero based index of the mesh buffer.
|
||
|
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
|
||
|
virtual IMeshBuffer *getMeshBuffer(u32 nr) const = 0;
|
||
|
};
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|