Unigine::ObjectBillboards Class
Header: | #include <UnigineObjects.h> |
Inherits from: | Object |
Billboards class is used to bake billboards with the same material into one object. (A texture atlas can be applied, if necessary.) This allows you to optimize application performance when rendering a big number of billboards: as the number of texture fetches is reduced and the spatial tree is less cluttered, rendering is sped up.
ObjectBillboards Class
Members
static ObjectBillboardsPtr create ( ) #
Constructor. Creates a new Billboards object.void setAngle ( int num, float angle ) #
Updates an angle of a given billboard, which is used to set the billboard orientation.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- float angle - Billboard angle in degrees to set the billboard orientation. Positive values rotate the billboard clockwise, negative ones rotate it counter-clockwise.
float getAngle ( int num ) const#
Returns the current orientation of a given billboard. Positive values mean clockwise rotated billboard, negative ones mean counter-clockwise rotation.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
Return value
Billboard angle in degrees. The default is 0 degrees.void setBillboardPosition ( int num, const Math::vec3 & position ) #
Sets the new position for the specified billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- const Math::vec3 & position - Billboard position coordinates.
Math::vec3 getBillboardPosition ( int num ) const#
Returns the position of the specified billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
Return value
Billboard position coordinates.void setDepthSort ( int sort ) #
Sets a value indicating if billboards should be sorted in the back-to-front order according to their position. This option should be enabled, if alpha blending is used for the billboard material (except for the additive blending).Arguments
- int sort - 1 to enable the depth sorting, 0 to disable it. The default is 0.
int getDepthSort ( ) const#
Returns a value indicating whether depth sorting (in the back-to-front order) is enabled for billboards. This option should be enabled, if alpha blending is used for the billboard material (except for the additive blending).Return value
1 if the depth sorting is enabled; otherwise, 0.void setHeight ( int num, float height ) #
Updates a height of a given billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- float height - Height of the billboard, in units.
float getHeight ( int num ) const#
Returns the current height of a given billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
Return value
Height of the billboard, in units.void setNormal ( int num, const Math::vec3 & normal ) #
Updates a normal vector of a given billboard, which is used to orient billboard (used only with billboards_impostor_base material).Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- const Math::vec3 & normal - Billboard normal coordinates local to the object.
Math::vec3 getNormal ( int num ) const#
Returns the normal vector of a given billboard (used only with billboards_impostor_base material).Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
Return value
Billboard normal coordinates local to the object.int getNumBillboards ( ) const#
Returns the total number of billboards contained in and managed by Billboards object.Return value
Number of billboards.void setTexCoord ( int num, const Math::vec4 & texcoord ) #
Updates texture coordinates of a given billboard. The default is vec4(1,1,0,0).- The first pair of coordinates (x and x) sets texture scale by X and Y axes. For example, by the scale of 2 the texture is repeated twice on the billboard.
- The second pair (z and w) set texture offset along X and Y axes. For example, by the offset of 0.5 along X axis the texture is repositioned to the right (so that the edge of the texture is rendered in the center).
Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- const Math::vec4 & texcoord - Texture coordinates.
Math::vec4 getTexCoord ( int num ) const#
Returns the texture coordinates of a given billboard. The default is vec4(1,1,0,0).- The first pair of coordinates (x and x) sets texture scale by X and Y axes. For example, by the scale of 2 the texture is repeated twice on the billboard.
- The second pair (z and w) set texture offset along X and Y axes. For example, by the offset of 0.5 along X axis the texture is repositioned to the right (so that the edge of the texture is rendered in the center).
Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
Return value
Texture coordinates.void setWidth ( int num, float width ) #
Updates a width of a given billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- float width - Width of the billboard, in units.
float getWidth ( int num ) const#
Returns the current width of a given billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
Return value
Width of the billboard, in units.int addBillboard ( float width, float height ) #
Adds a billboard with given width and height to be managed by the Billboards object. A position, texture coordinates and an angle of the new billboard are set to default:- position is set to vec3(0,0,0)
- texture coordinates are set to vec4(1,1,0,0)
- angle is set to 0.
Arguments
- float width - Width of the billboard, in units.
- float height - Height of the billboard, in units.
Return value
Number of the added billboard.void allocateBillboards ( int num ) #
Allocate a buffer for a given number of billboards to be created. With this function, memory can be allocated once rather than in chunks, making the creation faster.Arguments
- int num - The number of billboards to be created in the allocated buffer.
void clearBillboards ( ) #
Deletes all billboards from the Billboards object.void removeBillboard ( int num ) #
Deletes a given billboard from Billboards object.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
static int type ( ) #
Returns the type of the node.Return value
Object type identifier.bool saveStateSelf ( const Ptr<Stream> & stream ) const#
Saves the object's state to the specified stream.Saving into the stream requires creating a blob to save into. To restore the saved state the restoreStateSelf() method is used:
// initialize a node and set its state
//...//
// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateSelf(blob_state);
// change state
//...//
// restore state
blob_state->seekSet(0); // returning the carriage to the start of the blob
billboards1->restoreStateSelf(blob_state);
Arguments
Return value
true on success; otherwise, false.bool restoreStateSelf ( const Ptr<Stream> & stream ) #
Restores the object's state from the specified stream.Restoring from the stream requires creating a blob to save into and saving the state using the saveStateSelf() method:
// initialize a node and set its state
//...//
// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateSelf(blob_state);
// change state
//...//
// restore state
blob_state->seekSet(0); // returning the carriage to the start of the blob
billboards1->restoreStateSelf(blob_state);
Arguments
Return value
true on success; otherwise, false.bool saveStateBillboards ( const Ptr<Stream> & stream ) const#
Saves the state of the object's billboards to the specified stream.Saving into the stream requires creating a blob to save into. To restore the saved state the restoreStateBillboards() method is used:
// initialize a node and set its state
//...//
// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateBillboards(blob_state);
// change state
//...//
// restore state
blob_state->seekSet(0); // returning the carriage to the start of the blob
billboards1->restoreStateBillboards(blob_state);
Arguments
Return value
true on success; otherwise, false.bool restoreStateBillboards ( const Ptr<Stream> & stream ) #
Restores the state of the object's billboards from the specified stream.Restoring from the stream requires creating a blob to save into and saving the state using the saveStateBillboards() method:
// initialize a node and set its state
//...//
// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateBillboards(blob_state);
// change state
//...//
// restore state
blob_state->seekSet(0); // returning the carriage to the start of the blob
billboards1->restoreStateBillboards(blob_state);