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