Class TCastleBillboard
Unit
Declaration
type TCastleBillboard = class(TCastleBehavior)
Description
Behavior to make parent TCastleTransform a billboard, that always rotates to face the current camera.
The front of the parent, that always turns to the camera, is determined by the TCastleTransform.Orientation, which in turn by default is taken from TCastleTransform.DefaultOrientation, which by default just means "positive Z axis" (otUpYDirectionZ). The idea is that TCastleTransform.Direction is updated to point toward the camera.
The axis around which billboard rotates is determined by AxisOfRotation. When non-zero, this axis is set as TCastleTransform.Up.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleBehavior
- TCastleBillboard
Overview
Methods
function CanAttachToParent(const NewParent: TCastleTransform; out ReasonWhyCannot: String): Boolean; override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure BeforeRender( const CameraView: TViewVectors; const ParentParentWorldTransformation: TTransformation); override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
property AxisOfRotation: TVector3 read FAxisOfRotation write FAxisOfRotation; |
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property MatchCameraDirection: Boolean
read FMatchCameraDirection write FMatchCameraDirection default true; |
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property AxisOfRotationPersistent: TCastleVector3Persistent read FAxisOfRotationPersistent ; |
Description
Methods
function CanAttachToParent(const NewParent: TCastleTransform; out ReasonWhyCannot: String): Boolean; override; |
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This item has no description. Showing description inherited from TCastleBehavior.CanAttachToParent.
Check can this behavior be added to NewParent. When this returns function TCastleBillboard.CanAttachToParent(const NewParent: TCastleTransform; out ReasonWhyCannot: String): Boolean; begin Result := inherited; if not Result then Exit; if NewParent.FindBehavior(TCastleBillboard) <> nil then begin ReasonWhyCannot := 'Only one TCastleBillboard behavior can be added to a given TCastleTransform'; Result := false; end; end; |
constructor Create(AOwner: TComponent); override; |
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This item has no description. |
destructor Destroy; override; |
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This item has no description. |
procedure BeforeRender( const CameraView: TViewVectors; const ParentParentWorldTransformation: TTransformation); override; |
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This item has no description. Showing description inherited from TCastleBehavior.BeforeRender. Event called right before rendering the parent TCastleTransform. Override this if you have to adjust the parent transformation strictly before the rendering. Compared to adjusting the parent transformation in e.g. Update, adjusting the parent transformation here has advantages:
For example, adjusting the TCastleTransform done by the TCastleBillboard is done using this method. The transformation in this case is determined by the camera and parent's parent transformation. The transformation has to be applied without any delay (even a 1-frame delay would be visible, as artifacts caused by billboard not perfectly aligned with the camera would be visible – blending sort along camera direction in sort3D is not perfect if billboard doesn't exactly match camera direction). And the transformation with billboard may be present in multiple viewports and/or multiple times in the same viewport tree.
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. |
Properties
property AxisOfRotation: TVector3 read FAxisOfRotation write FAxisOfRotation; |
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Axis around which the billboard rotates to face the camera. The rotation is free in 3D (with undefined up vector) when this is zero. When non-zero, this axis is set as TCastleTransform.Up. Similar to X3D TBillboardNode.AxisOfRotation. By default +Y (that is, (0, 1, 0)). Note that this axis is expressed in the coordinate system of "parent of our parent" transform. That is, if you have instance X of a TCastleTransform, with TCastleBehavior attached, and it is a child of TCastleTransform instance Y, then you can rotate Y and it effectively rotates also the billboard's axis of rotation. The billboard still works correctly (it will rotate the X to look at camera as much as possible, though it cannot change rotation on Y). See MatchCameraDirection for details how this axis affects object transformation. |
property MatchCameraDirection: Boolean
read FMatchCameraDirection write FMatchCameraDirection default true; |
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Whether the billboard direction should match the camera direction ( The difference between these 2 settings is subtle.
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property AxisOfRotationPersistent: TCastleVector3Persistent read FAxisOfRotationPersistent ; |
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AxisOfRotation that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write AxisOfRotation directly. See also
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