/** * @file llsprite.h * @brief LLSprite class definition * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifndef LL_LLSPRITE_H #define LL_LLSPRITE_H ////#include "vmath.h" //#include "llmath.h" #include "v3math.h" #include "v4math.h" #include "v4color.h" #include "lluuid.h" #include "llgl.h" #include "llviewertexture.h" class LLViewerCamera; class LLFace; class LLSprite { public: LLSprite(const LLUUID &image_uuid); ~LLSprite(); void render(LLViewerCamera * camerap); F32 getWidth() const { return mWidth; } F32 getHeight() const { return mHeight; } F32 getYaw() const { return mYaw; } F32 getPitch() const { return mPitch; } F32 getAlpha() const { return mColor.mV[VALPHA]; } LLVector3 getPosition() const { return mPosition; } LLColor4 getColor() const { return mColor; } void setPosition(const LLVector3 &position); void setPitch(const F32 pitch); void setSize(const F32 width, const F32 height); void setYaw(const F32 yaw); void setFollow(const BOOL follow); void setUseCameraUp(const BOOL use_up); void setTexMode(LLGLenum mode); void setColor(const LLColor4 &color); void setColor(const F32 r, const F32 g, const F32 b, const F32 a); void setAlpha(const F32 alpha) { mColor.mV[VALPHA] = alpha; } void setNormal(const LLVector3 &normal) { sNormal = normal; sNormal.normalize();} F32 getAlpha(); void updateFace(LLFace &face); public: LLUUID mImageID; LLPointer<LLViewerTexture> mImagep; private: F32 mWidth; F32 mHeight; F32 mWidthDiv2; F32 mHeightDiv2; F32 mPitch; F32 mYaw; LLVector3 mPosition; BOOL mFollow; BOOL mUseCameraUp; LLColor4 mColor; LLGLenum mTexMode; // put LLVector3 mScaledUp; LLVector3 mScaledRight; static LLVector3 sCameraUp; static LLVector3 sCameraRight; static LLVector3 sCameraPosition; static LLVector3 sNormal; LLVector3 mA,mB,mC,mD; // the four corners of a quad }; #endif