| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354 |
- //
- // Urho3D Engine
- // Copyright (c) 2008-2012 Lasse Öörni
- //
- // 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 "StaticModel.h"
- /// Static model component with fixed position in relation to the camera.
- class Skybox : public StaticModel
- {
- OBJECT(Skybox);
-
- 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<RayQueryResult>& results);
- /// Calculate distance and LOD level for rendering. May be called from worker thread(s), possibly re-entrantly.
- virtual void UpdateDistance(const FrameInfo& frame);
- /// Fill rendering batch with distance, geometry, material and world transform.
- virtual void GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex);
-
- protected:
- /// Recalculate the world-space bounding box.
- virtual void OnWorldBoundingBoxUpdate();
-
- /// Custom world transform.
- Matrix3x4 customWorldTransform_;
- };
|