21 ImposterObject::ImposterObject(
23 const vector<Model*>& billboardModels
26 billboardModels(billboardModels)
72 auto imposterObjectTransform = entityTransform;
73 imposterObjectTransform.addRotation(
Vector3(0.0f, 1.0f, 0.0f), 0.0f);
74 imposterObjectTransform.update();
77 imposterObjectTransform.setRotationAngle(
78 imposterObjectTransform.getRotationCount() - 1,
79 imposterObjectTransform.getRotationAngle(imposterObjectTransform.getRotationCount() - 1) -(360.0f /
static_cast<float>(
billboardModels.size()))
81 imposterObjectTransform.update();
94 auto imposterObjectTransform = entityTransform;
95 imposterObjectTransform.addRotation(
Vector3(0.0f, 1.0f, 0.0f), 0.0f);
96 imposterObjectTransform.update();
99 imposterObjectTransform.setRotationAngle(
100 imposterObjectTransform.getRotationCount() - 1,
101 imposterObjectTransform.getRotationAngle(imposterObjectTransform.getRotationCount() - 1) -(360.0f /
static_cast<float>(
billboardModels.size()))
103 imposterObjectTransform.update();
112 if (this->enabled ==
enabled)
return;
135 if (this->frustumCulling ==
true) {
void set(float r, float g, float b, float a)
Sets this color by its components.
unique_ptr< Partition > partition
void updateEntityRegistration(Entity *entity)
Updates registration of engine by performing deregisterEntity() and registerEntity()
void deregisterEntity(Entity *entity)
Removes a entity from internal lists, those entities can also be sub entities from entity hierarchy o...
void registerEntity(Entity *entity)
Adds a entity to internal lists, those entities can also be sub entities from entity hierarchy or par...
Imposter object to be used with engine class.
void dispose() override
Dispose this entity.
Transform parentTransform
~ImposterObject()
Public destructor.
void initialize() override
Initiates this entity.
void update() override
Update transform.
Matrix4x4 entityTransformMatrix
void setTransform(const Transform &transform) override
Set transform.
vector< Object * > billboardObjects
void setFrustumCulling(bool frustumCulling) override
Set frustum culling.
void setEngine(Engine *engine) override
Set up engine.
void setEnabled(bool enabled) override
Enable/disable rendering.
vector< Model * > billboardModels
bool isFrustumCulling() override
void setRenderer(Renderer *renderer) override
Set up renderer.
Object to be used with engine class.
void dispose() override
Dispose this entity.
void setShader(const string &id)
Set shader.
void initialize() override
Initiates this entity.
void setRenderPass(RenderPass renderPass) override
Set render pass.
void setTransform(const Transform &transform) override
Set transform.
void setEngine(Engine *engine) override
Set up engine.
Matrix4x4 & identity()
Creates identity matrix.
Vector3 class representing vector3 mathematical structure and operations with x, y,...