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/**
* @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
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