// // 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. // #include "../Precompiled.h" #include "../Core/Context.h" #include "../Graphics/Batch.h" #include "../Graphics/Camera.h" #include "../Graphics/Skybox.h" #include "../Scene/Node.h" #include "../DebugNew.h" namespace Atomic { extern const char* GEOMETRY_CATEGORY; Skybox::Skybox(Context* context) : StaticModel(context), lastFrame_(0) { } Skybox::~Skybox() { } void Skybox::RegisterObject(Context* context) { context->RegisterFactory(GEOMETRY_CATEGORY); ATOMIC_COPY_BASE_ATTRIBUTES(StaticModel); } void Skybox::ProcessRayQuery(const RayOctreeQuery& query, PODVector& results) { // Do not record a raycast result for a skybox, as it would block all other results } void Skybox::UpdateBatches(const FrameInfo& frame) { distance_ = 0.0f; if (frame.frameNumber_ != lastFrame_) { customWorldTransforms_.Clear(); lastFrame_ = frame.frameNumber_; } // Add camera position to fix the skybox in space. Use effective world transform to take reflection into account Matrix3x4 customWorldTransform = node_->GetWorldTransform(); customWorldTransform.SetTranslation(node_->GetWorldPosition() + frame.camera_->GetEffectiveWorldTransform().Translation()); HashMap::Iterator it = customWorldTransforms_.Insert(MakePair(frame.camera_, customWorldTransform)); for (unsigned i = 0; i < batches_.Size(); ++i) { batches_[i].worldTransform_ = &it->second_; batches_[i].distance_ = 0.0f; } } void Skybox::OnWorldBoundingBoxUpdate() { // The skybox is supposed to be visible everywhere, so set a humongous bounding box worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE); } }