// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Graphics/StaticModel.h" namespace Atomic { /// Static model component with fixed position in relation to the camera. class ATOMIC_API Skybox : public StaticModel { ATOMIC_OBJECT(Skybox, StaticModel); public: /// Construct. Skybox(Context* context); /// Destruct. virtual ~Skybox(); /// Register object factory. StaticModel must be registered first. static void RegisterObject(Context* context); /// Process octree raycast. May be called from a worker thread. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector& results); /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly. virtual void UpdateBatches(const FrameInfo& frame); protected: /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); /// Custom world transform per camera. HashMap customWorldTransforms_; /// Last frame counter for knowing when to erase the custom world transforms of previous frame. unsigned lastFrame_; }; }