Skybox.h 2.2 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. #pragma once
  24. #include "StaticModel.h"
  25. /// Static model component with fixed position in relation to the camera.
  26. class Skybox : public StaticModel
  27. {
  28. OBJECT(Skybox);
  29. public:
  30. /// Construct.
  31. Skybox(Context* context);
  32. /// Destruct.
  33. virtual ~Skybox();
  34. /// Register object factory. StaticModel must be registered first.
  35. static void RegisterObject(Context* context);
  36. /// Process octree raycast. May be called from a worker thread.
  37. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results);
  38. /// Calculate distance and LOD level for rendering. May be called from worker thread(s), possibly re-entrantly.
  39. virtual void UpdateDistance(const FrameInfo& frame);
  40. /// Fill rendering batch with distance, geometry, material and world transform.
  41. virtual void GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex);
  42. protected:
  43. /// Recalculate the world-space bounding box.
  44. virtual void OnWorldBoundingBoxUpdate();
  45. /// Custom world transform.
  46. Matrix3x4 customWorldTransform_;
  47. };