Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics
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X:/dropbox/visualizationlibrary/src/vlGraphics/Billboard.cpp

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00001 /**************************************************************************************/
00002 /*                                                                                    */
00003 /*  Visualization Library                                                             */
00004 /*  http://www.visualizationlibrary.org                                               */
00005 /*                                                                                    */
00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
00007 /*  All rights reserved.                                                              */
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00011 /*                                                                                    */
00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
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00014 /*                                                                                    */
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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 //-----------------------------------------------------------------------------

Visualization Library 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:35.
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