Skybox.cpp 2.5 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Batch.h"
  25. #include "Camera.h"
  26. #include "Context.h"
  27. #include "Node.h"
  28. #include "Skybox.h"
  29. #include "DebugNew.h"
  30. namespace Urho3D
  31. {
  32. OBJECTTYPESTATIC(Skybox);
  33. Skybox::Skybox(Context* context) :
  34. StaticModel(context)
  35. {
  36. }
  37. Skybox::~Skybox()
  38. {
  39. }
  40. void Skybox::RegisterObject(Context* context)
  41. {
  42. context->RegisterFactory<Skybox>();
  43. COPY_BASE_ATTRIBUTES(Skybox, StaticModel);
  44. }
  45. void Skybox::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  46. {
  47. // Return no ray hits, as camera rays practically always originate within the bounding box, blocking any other results
  48. }
  49. void Skybox::UpdateBatches(const FrameInfo& frame)
  50. {
  51. distance_ = 0.0f;
  52. // Follow only the camera rotation, not position
  53. Matrix3x4 customView(Vector3::ZERO, frame.camera_->GetNode()->GetWorldRotation().Inverse(), Vector3::ONE);
  54. customWorldTransform_ = customView * node_->GetWorldTransform();
  55. for (unsigned i = 0; i < batches_.Size(); ++i)
  56. {
  57. batches_[i].worldTransform_ = &customWorldTransform_;
  58. batches_[i].distance_ = 0.0f;
  59. batches_[i].overrideView_ = true;
  60. }
  61. }
  62. void Skybox::OnWorldBoundingBoxUpdate()
  63. {
  64. // The skybox is supposed to be visible everywhere, so set a humongous bounding box
  65. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  66. }
  67. }