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📄 mgcbillboardnode.cpp

📁 《3D游戏引擎设计》的源码
💻 CPP
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

#include "MgcBillboardNode.h"
#include "MgcRenderer.h"

MgcImplementRTTI(MgcBillboardNode,MgcNode);
MgcImplementStream(MgcBillboardNode);

//----------------------------------------------------------------------------
MgcBillboardNode::MgcBillboardNode (unsigned int uiQuantity,
    unsigned int uiGrowBy)
    :
    MgcNode(uiQuantity,uiGrowBy)
{
    m_fLastUpdateTime = -MgcMath::INFINITY;
}
//----------------------------------------------------------------------------
void MgcBillboardNode::RotateBillboard (const MgcCamera* pkCamera)
{
    // This routine is a deferred call of UpdateGS.  The billboard orientation
    // is computed just before drawing, so it is only at this point that the
    // local transforms are computed and that the world transforms can be
    // computed from them.  The first part of this code is similar to
    // MgcSpatial::UpdateWorldData in that the transforms are computed.  The
    // twist is that after the world transforms are known, the billboard must
    // be rotated in world space to face the camera.  The last part of the
    // code is the recursive update on the children.

    // Compute billboard's world transforms based on its parent's world
    // transform and its local transforms.
    MgcNode* pkParent = GetParent();
    if ( pkParent )
    {
        m_kWorldRotate = pkParent->WorldRotate()*m_kRotate;
        m_kWorldTranslate = pkParent->WorldTranslate() +
            pkParent->WorldScale()*(pkParent->WorldRotate()*m_kTranslate);
        m_fWorldScale = pkParent->WorldScale()*m_fScale;
    }
    else
    {
        m_kWorldRotate = m_kRotate;
        m_kWorldTranslate = m_kTranslate;
        m_fWorldScale = m_fScale;
    }

    // Compute the additional rotation required for the billboard to face
    // the camera.  To do this, the camera must be inverse-transformed into
    // the model space of the billboard.
    MgcVector3 kDiff = pkCamera->GetLocation() - m_kWorldTranslate;
    MgcReal fInvWorldScale = 1.0/m_fWorldScale;
    MgcVector3 kCLoc = fInvWorldScale*(kDiff*m_kWorldRotate);

    // squared length of the camera projection in the xz-plane
    const MgcReal fEpsilon = 1e-06;
    MgcReal fSqrLength = kCLoc.x*kCLoc.x + kCLoc.z*kCLoc.z;
    if ( fSqrLength < fEpsilon )
    {
        // camera on the billboard axis, rotation not defined
        return;
    }

    // unitize the projection
    MgcReal fInvLength = 1.0/MgcMath::Sqrt(fSqrLength);
    kCLoc.x *= fInvLength;
    kCLoc.y = 0.0;
    kCLoc.z *= fInvLength;
    
    // compute the local orientation matrix for the billboard
    MgcMatrix3 kOrient(kCLoc.z,0.0,kCLoc.x,0.0,1.0,0.0,-kCLoc.x,0.0,kCLoc.z);

    // The billboard must be oriented to face the camera before it is
    // transformed into the world.
    m_kWorldRotate = m_kWorldRotate*kOrient;

    // compute the update now that the billboard orientation is known
    for (unsigned int uiI = 0; uiI < m_aspkChild.GetQuantity(); uiI++)
    {
        MgcSpatial* pkChild = m_aspkChild[uiI];
        if ( pkChild )
            pkChild->UpdateGS(m_fLastUpdateTime,false);
    }
}
//----------------------------------------------------------------------------
void MgcBillboardNode::UpdateWorldData (MgcReal fAppTime)
{
    // Save the update time.  The update is deferred until Draw so that the
    // billboard is rotated only when it is visible.  At this time the
    // update time is needed to pass to the UpdateGS call.
    m_fLastUpdateTime = fAppTime;

    // The deferred update means that none of the children world data is
    // computed by a recursive traversal.  Just compute the world bound.
    UpdateWorldBound();
}
//----------------------------------------------------------------------------
void MgcBillboardNode::Draw (MgcRenderer& rkRenderer)
{
    RotateBillboard(rkRenderer.GetCamera());
    MgcNode::Draw(rkRenderer);
}
//----------------------------------------------------------------------------

//---------------------------------------------------------------------------
// streaming
//---------------------------------------------------------------------------
MgcObject* MgcBillboardNode::Factory (MgcStream& rkStream)
{
    MgcBillboardNode* pkObject = new MgcBillboardNode;
    MgcStream::Link* pkLink = new MgcStream::Link(pkObject);
    pkObject->Load(rkStream,pkLink);
    return pkObject;
}
//---------------------------------------------------------------------------
void MgcBillboardNode::Load (MgcStream& rkStream, MgcStream::Link* pkLink)
{
    MgcNode::Load(rkStream,pkLink);
}
//---------------------------------------------------------------------------
void MgcBillboardNode::Link (MgcStream& rkStream, MgcStream::Link* pkLink)
{
    MgcNode::Link(rkStream,pkLink);
}
//---------------------------------------------------------------------------
bool MgcBillboardNode::Register (MgcStream& rkStream)
{
    return MgcNode::Register(rkStream);
}
//---------------------------------------------------------------------------
void MgcBillboardNode::Save (MgcStream& rkStream)
{
    MgcNode::Save(rkStream);
}
//---------------------------------------------------------------------------

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