// 创建网格
	ManualObject* AxisGridPlugin::createGrid(float width , float height , float interval)
	{
		// 创建网格对象
		static size_t s_index = 0;
		ManualObject *gridObject = m_worldEditor->getDisplaySystem()->getMainSceneMgr()->createManualObject(
			"GridObject" + StringConverter::toString(s_index));
		// 用黑色画中间线
		gridObject->begin(m_worldEditor->getDisplaySystem()->getColorMaterial(ColourValue::Black) , RenderOperation::OT_LINE_LIST);
		gridObject->position(-width , 0 , 0);
		gridObject->position(width , 0 , 0);
		gridObject->position(0 , 0 , -height);
		gridObject->position(0 , 0 , height);
		gridObject->end();
		// 画普通线
		gridObject->begin(m_worldEditor->getDisplaySystem()->getColorMaterial(ColourValue(0.37,0.37,0.37)) , RenderOperation::OT_LINE_LIST);
		for(float x = -width ; x <= width ; x += interval)
		{
			if(abs(x) > 0.0001f)
			{
				gridObject->position(x , 0 , -height);
				gridObject->position(x , 0 , height);
			}
		}
		for(float y = -height ; y <= height ; y += interval)
		{
			if(abs(y) > 0.0001f)
			{
				gridObject->position(-width , 0 , y);
				gridObject->position(width , 0 , y);
			}
		}
		gridObject->end();

		return gridObject;
	}
void createMeshWithMaterial(String fileName)
{
    String matFileNameSuffix = ".material";
    String matName1 = "red";
    String matFileName1 = matName1 + matFileNameSuffix;
    MaterialPtr matPtr = MaterialManager::getSingleton().create(matName1, "General");
    Pass* pass = matPtr->getTechnique(0)->getPass(0);
    pass->setDiffuse(1.0, 0.1, 0.1, 0);

    String matName2 = "green";
    String matFileName2 = matName2 + matFileNameSuffix;
    matPtr = MaterialManager::getSingleton().create(matName2, "General");
    pass = matPtr->getTechnique(0)->getPass(0);
    pass->setDiffuse(0.1, 1.0, 0.1, 0);

    String matName3 = "blue";
    String matFileName3 = matName3 + matFileNameSuffix;
    matPtr = MaterialManager::getSingleton().create(matName3, "General");
    pass = matPtr->getTechnique(0)->getPass(0);
    pass->setDiffuse(0.1, 0.1, 1.0, 0);

    String matName4 = "yellow";
    String matFileName4 = matName4 + matFileNameSuffix;
    matPtr = MaterialManager::getSingleton().create(matName4, "General");
    pass = matPtr->getTechnique(0)->getPass(0);
    pass->setDiffuse(1.0, 1.0, 0.1, 0);

    ManualObject* manObj = OGRE_NEW ManualObject("mesh");
    manObj->begin(matName1, RenderOperation::OT_TRIANGLE_LIST);
    manObj->position(0, 50, 0);
    manObj->position(50, 50, 0);
    manObj->position(0, 100, 0);
    manObj->triangle(0, 1, 2);
    manObj->position(50, 100, 0);
    manObj->position(0, 100, 0);
    manObj->position(50, 50, 0);
    manObj->triangle(3, 4, 5);
    manObj->end();
    manObj->begin(matName2, RenderOperation::OT_LINE_LIST);
    manObj->position(0, 100, 0);
    manObj->position(-50, 50, 0);
    manObj->position(-50, 0, 0);
    manObj->position(-50, 50, 0);
    manObj->position(-100, 0, 0);
    manObj->position(-50, 0, 0);
    manObj->end();
    manObj->begin(matName3, RenderOperation::OT_LINE_STRIP);
    manObj->position(50, 100, 0);
    manObj->position(100, 50, 0);
    manObj->position(100, 0, 0);
    manObj->position(150, 0, 0);
    manObj->end();
    manObj->begin(matName4, RenderOperation::OT_POINT_LIST);
    manObj->position(50, 0, 0);
    manObj->position(0, 0, 0);
    manObj->end();
    manObj->convertToMesh(fileName);
    OGRE_DELETE manObj;

}
void HelloOgre::createManual(){
	Ogre::SceneManager* mSceneMgr= OgreApp::I()->getSceneManager();
#if 1
	ManualObject* manual = mSceneMgr->createManualObject("manual");
	// specify the material (by name) and rendering type
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
//	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_TRIANGLE_STRIP);
	// define start and end point
	manual->position(-100, -100, -100 );
	manual->position(100, 100, 100 );
	manual->colour( 1.0f, 1.0f, 1.0f, 1.0f );
	// tell Ogre, your definition has finished
	manual->end();
	// add ManualObject to the RootSceneNode (so it will be visible)
	mSceneMgr->getRootSceneNode()->attachObject(manual);
#endif

#if 1
// Create a manual object for 2D
	manual = mSceneMgr->createManualObject("manual2");
	 
	// Use identity view/projection matrices
	manual->setUseIdentityProjection(true);
	manual->setUseIdentityView(true);
	 
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_STRIP);
	 
	manual->position(-0.2, -0.2, 0.0);
	manual->position( 0.2, -0.2, 0.0);
	manual->position( 0.2,  0.2, 0.0);
	manual->position(-0.2,  0.2, 0.0);
	 
	manual->index(0);
	manual->index(1);
	manual->index(2);
	manual->index(3);
	manual->index(0);
	 
	manual->end();
	 
	// Use infinite AAB to always stay visible
	AxisAlignedBox aabInf;
	aabInf.setInfinite();
	manual->setBoundingBox(aabInf);
	 
	// Render just before overlays
	manual->setRenderQueueGroup(RENDER_QUEUE_OVERLAY - 1);
	 
	// Attach to scene
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
#endif
}
Exemple #4
0
void App::CreateRacingLine()
{
	//void ROADPATCH::AddRacinglineScenenode(SCENENODE * node, ROADPATCH * nextpatch,	
	ManualObject* m = mSceneMgr->createManualObject();
	m->begin("track/Racingline", RenderOperation::OT_TRIANGLE_LIST);
	int ii = 0;

	const std::list <ROADSTRIP>& roads = pGame->track.GetRoadList();
	for (std::list <ROADSTRIP>::const_iterator it = roads.begin(); it != roads.end(); ++it)
	{
		const std::list <ROADPATCH>& pats = (*it).GetPatchList();
		for (std::list <ROADPATCH>::const_iterator i = pats.begin(); i != pats.end(); ++i)
		{
			const VERTEXARRAY* a = &((*i).racingline_vertexarray);
			if (!a)  continue;

			int verts = a->vertices.size();
			if (verts == 0)  continue;
			int faces = a->faces.size();

			for (int v = 0; v < verts; v += 3)
				m->position(a->vertices[v+0], a->vertices[v+2], -a->vertices[v+1]);

			for (int f = 0; f < faces; ++f)
				m->index(ii + a->faces[f]);

			ii += verts/3;
		}
	}
	m->setCastShadows(false);	
	m->end();
	hud->ndLine = mSceneMgr->getRootSceneNode()->createChildSceneNode();
	hud->ndLine->attachObject(m);
	//ndLine->setVisible(pSet->racingline);
}
//-------------------------------------------------------------------------------------
void HelloOGRE::createScene(void)
{
	using namespace Ogre;
	Ogre::Entity* ogreHead = mSceneMgr->createEntity("Head", "7.mesh");
	
	//Ogre::Entity* cube = mSceneMgr->createEntity("cube","abc.mesh");

	Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("Head");
	headNode->attachObject(ogreHead);
	

	ManualObject * axis = mSceneMgr->createManualObject("Axis");
	axis->begin("line",Ogre::RenderOperation::OperationType::OT_LINE_LIST);
	
	axis->position(0.0f,0.0f,0.0f);
	axis->position(20.0f,0.0f,0.0f);
	axis->end();
	headNode->attachObject(axis);
	// Set ambient light
	mSceneMgr->setAmbientLight(Ogre::ColourValue(1.0,0.5, 0.0));

	mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
	mSceneMgr->setSkyDome(true,"Examples/Rockwall");
	//mSceneMgr->setSkyPlane(true,"Example/"
	
	// Create a light
	Ogre::Light* l = mSceneMgr->createLight("MainLight");
	l->setDiffuseColour(0.0f,1.0f,0.0f);
	
	l->setPosition(20,80,50);
	l->setDirection(0.0,0.0,0.0);
}
Exemple #6
0
//  util
//---------------------------------------------------------------------------------------------------------------
ManualObject* App::Create2D(const String& mat, Real s, bool dyn)
{
	ManualObject* m = mSceneMgr->createManualObject();
	m->setDynamic(dyn);
	m->setUseIdentityProjection(true);
	m->setUseIdentityView(true);
	m->setCastShadows(false);
	m->estimateVertexCount(4);
	m->begin(mat, RenderOperation::OT_TRIANGLE_STRIP);
	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s,-s*asp, 0);  m->textureCoord(1, 1);
	m->position(-s, s*asp, 0);  m->textureCoord(0, 0);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->end();
 
	//TODO:replace OT_TRIANGLE_FAN with a more friendly version for D3D11 as it is not supported
	/*
	m->estimateVertexCount(6);
	m->begin(mat, RenderOperation::OT_TRIANGLE_LIST);

	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s,-s*asp, 0);  m->textureCoord(1, 1);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->position(-s, s*asp, 0);  m->textureCoord(0, 0);
	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->end();
	*/
	AxisAlignedBox aabInf;	aabInf.setInfinite();
	m->setBoundingBox(aabInf);  // always visible
	m->setRenderQueueGroup(RQG_Hud2);
	return m;
}
//this makes the cube mesh used to represent a voxel.
void OgreDisplay::createVoxelMesh()
{
	ManualObject* manual = sceneMgr->createManualObject("voxel");
	manual->begin("BaseWhite", RenderOperation::OT_TRIANGLE_LIST);

	manual->position(-0.5, -0.5, -0.5); //0
	manual->position(-0.5, -0.5, 0.5); //1
	manual->position(0.5, -0.5, 0.5); //2
	manual->position(0.5, -0.5, -0.5); //3
	manual->position(-0.5, 0.5, -0.5); //4
	manual->position(-0.5, 0.5, 0.5); //5
	manual->position(0.5, 0.5, 0.5); //6
	manual->position(0.5, 0.5, -0.5); //7

	manual->quad(0,1,2,3);
	manual->quad(4,5,6,7);
	manual->quad(0,1,4,5);
	manual->quad(2,3,6,7);
	manual->quad(1,2,5,6);
	manual->quad(0,3,4,7);

	manual->end();

	manual->convertToMesh("voxel");
}
    void BoxPrimitive::drawBox()
    {
        ManualObject* manualObject = getManualObject();
        manualObject->clear();
		std::vector<Vector3> corners;
        corners.reserve(8);

        Vector3 vmin = mSize.getMinimum();
        Vector3 vmax = mSize.getMaximum();

        manualObject->begin(mMaterialName);
            manualObject->position(vmin);                               // 0
            manualObject->position(Vector3(vmax.x, vmin.y, vmin.z));    // 1
            manualObject->position(Vector3(vmax.x, vmax.y, vmin.z));    // 2
            manualObject->position(Vector3(vmin.x, vmax.y, vmin.z));    // 3
            manualObject->position(Vector3(vmax.x, vmin.y, vmax.z));    // 4
            manualObject->position(Vector3(vmin.x, vmin.y, vmax.z));    // 5
            manualObject->position(Vector3(vmin.x, vmax.y, vmax.z));    // 6
            manualObject->position(vmax);                               // 7

            manualObject->quad(0, 3, 2, 1);
            manualObject->quad(0, 5, 6, 3);
            manualObject->quad(0, 1, 4, 5);
            manualObject->quad(7, 2, 3, 6);
            manualObject->quad(7, 4, 1, 2);
            manualObject->quad(7, 6, 5, 4);
        manualObject->end();
    }
Exemple #9
0
//  utility - create VDrift model in Ogre
//-------------------------------------------------------------------------------------------------------
ManualObject* App::CreateModel(SceneManager* sceneMgr, const String& mat,
	class VERTEXARRAY* a, Vector3 vPofs, bool flip, bool track, const String& name)
{
	int verts = a->vertices.size();
	if (verts == 0)  return NULL;
	int tcs   = a->texcoords[0].size(); //-
	int norms = a->normals.size();
	int faces = a->faces.size();
	// norms = verts, verts % 3 == 0

	ManualObject* m;
	if (name == "")
		m = sceneMgr->createManualObject();
	else
		m = sceneMgr->createManualObject(name);
	m->begin(mat, RenderOperation::OT_TRIANGLE_LIST);

	int t = 0;
	if (track)
	{	for (int v = 0; v < verts; v += 3)
		{
			m->position(a->vertices[v+0], a->vertices[v+2], -a->vertices[v+1]);
			if (norms)
			m->normal(	a->normals [v+0], a->normals [v+2], -a->normals [v+1]);
			if (t < tcs)
			{	m->textureCoord(a->texcoords[0][t], a->texcoords[0][t+1]);  t += 2;	}
		}
		for (int f = 0; f < faces; ++f)
			m->index(a->faces[f]);
	}else
	if (flip)
	{	for (int v = 0; v < verts; v += 3)
		{
			m->position(a->vertices[v], a->vertices[v+1], a->vertices[v+2]);
			if (norms)
			m->normal(  a->normals [v], a->normals [v+1], a->normals [v+2]);
			if (t < tcs)
			{	m->textureCoord(a->texcoords[0][t], a->texcoords[0][t+1]);  t += 2;	}
		}
		for (int f = 0; f < faces; f += 3)
		{	m->index(a->faces[f+2]);  m->index(a->faces[f+1]);  m->index(a->faces[f]);	}
	}else
	{	for (int v = 0; v < verts; v += 3)
		{
			m->position(-a->vertices[v+1]+vPofs.x, -a->vertices[v+2]+vPofs.y, a->vertices[v]+vPofs.z);
			if (norms)
			m->normal(	-a->normals [v+1], -a->normals [v+2], a->normals [v]);
			if (t < tcs)
			{	m->textureCoord(a->texcoords[0][t], a->texcoords[0][t+1]);  t += 2;	}
		}
		for (int f = 0; f < faces; f += 3)
		{	m->index(a->faces[f+2]);  m->index(a->faces[f+1]);  m->index(a->faces[f]);	}
	}
	m->end();
	return m;
}
Exemple #10
0
ManualObject *Debugging::createPathgridPoints(const ESM::Pathgrid *pathgrid)
{
    ManualObject *result = mSceneMgr->createManualObject();
    const float height = POINT_MESH_BASE * sqrtf(2);

    result->begin(PATHGRID_POINT_MATERIAL, RenderOperation::OT_TRIANGLE_STRIP);

    bool first = true;
    uint32 startIndex = 0;
    for(ESM::Pathgrid::PointList::const_iterator it = pathgrid->mPoints.begin();
        it != pathgrid->mPoints.end();
        it++, startIndex += 6)
    {
        Vector3 pointPos(it->mX, it->mY, it->mZ);

        if (!first)
        {
            // degenerate triangle from previous octahedron
            result->index(startIndex - 4); // 2nd point of previous octahedron
            result->index(startIndex); // start point of current octahedron
        }

        result->position(pointPos + Vector3(0, 0, height)); // 0
        result->position(pointPos + Vector3(-POINT_MESH_BASE, -POINT_MESH_BASE, 0)); // 1
        result->position(pointPos + Vector3(POINT_MESH_BASE, -POINT_MESH_BASE, 0)); // 2
        result->position(pointPos + Vector3(POINT_MESH_BASE, POINT_MESH_BASE, 0)); // 3
        result->position(pointPos + Vector3(-POINT_MESH_BASE, POINT_MESH_BASE, 0)); // 4
        result->position(pointPos + Vector3(0, 0, -height)); // 5

        result->index(startIndex + 0);
        result->index(startIndex + 1);
        result->index(startIndex + 2);
        result->index(startIndex + 5);
        result->index(startIndex + 3);
        result->index(startIndex + 4);
        // degenerates
        result->index(startIndex + 4);
        result->index(startIndex + 5);
        result->index(startIndex + 5);
        // end degenerates
        result->index(startIndex + 1);
        result->index(startIndex + 4);
        result->index(startIndex + 0);
        result->index(startIndex + 3);
        result->index(startIndex + 2);

        first = false;
    }

    result->end();

    result->setVisibilityFlags (RV_Debug);

    return result;
}
Exemple #11
0
	void DebugDisplay::drawCube( AxisAlignedBox bbox )
	{
		oht_assert_threadmodel(ThrMdl_Main);

		ManualObject * pManObj = _pSceneManager->createManualObject();

		rollbackTransforms(bbox);

		pManObj->begin(getCurrentMaterial(), RenderOperation::OT_LINE_LIST);

		const Vector3
			m0 = bbox.getMinimum(),
			mN = bbox.getMaximum();

		pManObj->position(m0.x, m0.y, m0.z);
		pManObj->position(mN.x, m0.y, m0.z);

		pManObj->position(m0.x, m0.y, m0.z);
		pManObj->position(m0.x, mN.y, m0.z);

		pManObj->position(m0.x, m0.y, m0.z);
		pManObj->position(m0.x, m0.y, mN.z);

		pManObj->position(mN.x, mN.y, m0.z);
		pManObj->position(mN.x, m0.y, m0.z);

		pManObj->position(mN.x, mN.y, m0.z);
		pManObj->position(m0.x, mN.y, m0.z);

		pManObj->position(mN.x, mN.y, m0.z);
		pManObj->position(mN.x, mN.y, mN.z);

		pManObj->position(m0.x, mN.y, mN.z);
		pManObj->position(m0.x, mN.y, m0.z);

		pManObj->position(m0.x, mN.y, mN.z);
		pManObj->position(m0.x, m0.y, mN.z);

		pManObj->position(m0.x, mN.y, mN.z);
		pManObj->position(mN.x, mN.y, mN.z);

		pManObj->position(mN.x, m0.y, mN.z);
		pManObj->position(m0.x, m0.y, mN.z);

		pManObj->position(mN.x, m0.y, mN.z);
		pManObj->position(mN.x, m0.y, m0.z);

		pManObj->position(mN.x, m0.y, mN.z);
		pManObj->position(mN.x, mN.y, mN.z);

		pManObj->end();

		_pScNode->attachObject(pManObj);
	}
	ManualObject* SnowTerrain::createDebugNormals(Ogre::SceneManager* mSceneMgr)
	{
		ManualObject* manual = mSceneMgr->createManualObject("NormalsDebug");

		float *heights = getTerrainHeightData();
		Vector4 *normals = getTerrainNormalData();
		manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);

		int terrainSize = getTerrain()->getSize();
		int terrainWorldSize = getTerrain()->getWorldSize();

		for(int z = 0; z < terrainSize; ++z)
		{
			for(int x = 0; x < terrainSize; ++x)
			{
				int i = ((terrainSize)*(terrainSize) ) - (z+1)*terrainSize + (x+1);

				Vector3 n = Vector3(normals[i].x, normals[i].y, normals[i].z);

				float h = heights[i];

				Real factor = (Real)terrainSize - 1.0f;
				Real invFactor = 1.0f / factor;

				float mScale =  terrainWorldSize / (Real)(terrainSize);

				Real mBase = -terrainWorldSize * 0.5;
				Vector3 mPos = Ogre::Vector3(terrainWorldSize * 0.5, 0, terrainWorldSize * 0.5);

				Vector3 worldPos;

				worldPos.x = x * mScale + mBase + mPos.x;
				worldPos.y = h + mPos.y;
				worldPos.z = z * mScale + mBase + mPos.z;

				// convert back to "normal map" colors (0/1 float instead of -1/1 float, also rgb=>xzy)
				manual->colour((n.x + 1)*0.5, (n.z + 1)*0.5, (n.y + 1)*0.5);

				// draw line
				manual->position(worldPos);
				manual->position(worldPos + 3*n);

				//manual->index(i);
				//manual->index(1);

			}
		}
		manual->end();

		//OGRE_FREE(normals);
		return manual;
	}
void OgreDisplay::createCylinderMesh(std::string name, std::string material)
{
	//make a cube mesh
	
	ManualObject* cylinderMesh = sceneMgr->createManualObject("cylinder");
	cylinderMesh->begin(material, RenderOperation::OT_TRIANGLE_LIST);
	
	for(double i = 0.0; i < Math::PI * 2; i += Math::PI / 5)
	{
		cylinderMesh->position(cos(i), 1, sin(i));
		cylinderMesh->textureCoord(i / (Math::PI * 2), 1.0);
		Ogre::Vector3 myNormal(cos(i), 0, sin(i));
		myNormal.normalise();
		cylinderMesh->normal(myNormal);
	}
	
	for(double i = 0.0; i < Math::PI * 2; i += Math::PI / 5)
	{
		cylinderMesh->position(cos(i), -1, sin(i));
		cylinderMesh->textureCoord(i / (Math::PI * 2), 0.0);
		Ogre::Vector3 myNormal(cos(i), 0, sin(i));
		myNormal.normalise();
		cylinderMesh->normal(myNormal);
	}
	
	for(int i = 0; i < 10; i++)
	{
		cylinderMesh->triangle(i, (i+1) % 10, ((i + 10) % 20));
	}
	
	for(int i = 10; i < 20; i++)
	{
		cylinderMesh->triangle(i, (i+1) % 10, (i+1) % 10 + 10);
	}
	
	cylinderMesh->position(0, 1, 0);
	cylinderMesh->textureCoord(0.5, 0.5);
	
	cylinderMesh->position(0, -1, 0);
	cylinderMesh->textureCoord(0.5, 0.5);
	
	for(int i = 0; i < 10; i++)
	{
		cylinderMesh->triangle(20, (i+1) % 10, i);
		cylinderMesh->triangle(21, ((i+10) % 10) + 10, ((i+ 11) % 10) + 10);
	}

	cylinderMesh->end();

	cylinderMesh->convertToMesh(name);
}
Exemple #14
0
	void DebugDisplay::drawPoint( Vector3 p )
	{
		oht_assert_threadmodel(ThrMdl_Main);

		ManualObject * pManObj = _pSceneManager->createManualObject();

		rollbackTransforms(p);

		pManObj->begin(getCurrentMaterial(), RenderOperation::OT_POINT_LIST);
		pManObj->position(p);
		pManObj->end();

		_pScNode->attachObject(pManObj);
	}
Exemple #15
0
//  Sky Dome
//-------------------------------------------------------------------------------------
void CScene::CreateSkyDome(String sMater, Vector3 sc, float yaw)
{
	ManualObject* m = app->mSceneMgr->createManualObject();
	m->begin(sMater, RenderOperation::OT_TRIANGLE_LIST);

	//  divisions- quality
	int ia = 32*2, ib = 24,iB = 24 +1/*below_*/, i=0;
	//int ia = 4, ib = 4, i=0;
	//  angles, max
	float a,b;  const float B = PI_d/2.f, A = 2.f*PI_d;
	float bb = B/ib, aa = A/ia;  // add
	ia += 1;

	//  up/dn y  )
	for (b = 0.f; b <= B+bb/*1*/*iB; b += bb)
	{
		float cb = sinf(b), sb = cosf(b);
		float y = sb;

		//  circle xz  o
		for (a = 0.f; a <= A; a += aa, ++i)
		{
			float x = cosf(a)*cb, z = sinf(a)*cb;
			m->position(x,y,z);

			m->textureCoord(a/A, b/B);

			if (a > 0.f && b > 0.f)  // rect 2tri
			{
				m->index(i-1);  m->index(i);     m->index(i-ia);
				m->index(i-1);  m->index(i-ia);  m->index(i-ia-1);
			}
		}
	}
	m->end();
	AxisAlignedBox aab;  aab.setInfinite();
	m->setBoundingBox(aab);  // always visible
	m->setRenderQueueGroup(RQG_Sky);
	m->setCastShadows(false);
	#ifdef SR_EDITOR
	m->setVisibilityFlags(RV_Sky);  // hide on minimap
	#endif

	app->ndSky = app->mSceneMgr->getRootSceneNode()->createChildSceneNode();
	app->ndSky->attachObject(m);
	app->ndSky->setScale(sc);
	Quaternion q;  q.FromAngleAxis(Degree(-yaw), Vector3::UNIT_Y);
	app->ndSky->setOrientation(q);
}
Exemple #16
0
	ProceduralManualObject* createProceduralParticleSystem()
	{
		particleSystem = static_cast<ProceduralManualObject*>
			(mSceneMgr->createMovableObject("ParticleGSEntity", ProceduralManualObjectFactory::FACTORY_TYPE_NAME));
		particleSystem->setMaterial("Ogre/ParticleGS/Display");

		//Generate the geometry that will seed the particle system
		ManualObject* particleSystemSeed = mSceneMgr->createManualObject("ParticleSeed");
		//This needs to be the initial launcher particle
		particleSystemSeed->begin("Ogre/ParticleGS/Display", RenderOperation::OT_POINT_LIST);
		particleSystemSeed->position(0,0,0); //Position
		particleSystemSeed->textureCoord(1); //Timer
		particleSystemSeed->textureCoord(0); //Type
		particleSystemSeed->textureCoord(0,0,0); //Velocity
		particleSystemSeed->end();

		//Generate the RenderToBufferObject
		RenderToVertexBufferSharedPtr r2vbObject = 
			HardwareBufferManager::getSingleton().createRenderToVertexBuffer();
		r2vbObject->setRenderToBufferMaterialName("Ogre/ParticleGS/Generate");
		
		//Apply the random texture
		TexturePtr randomTexture = RandomTools::generateRandomVelocityTexture();
		r2vbObject->getRenderToBufferMaterial()->getTechnique(0)->getPass(0)->
			getTextureUnitState("RandomTexture")->setTextureName(
			randomTexture->getName(), randomTexture->getTextureType());

		r2vbObject->setOperationType(RenderOperation::OT_POINT_LIST);
		r2vbObject->setMaxVertexCount(16000);
		r2vbObject->setResetsEveryUpdate(false);
		VertexDeclaration* vertexDecl = r2vbObject->getVertexDeclaration();
		size_t offset = 0;
		offset += vertexDecl->addElement(0, offset, VET_FLOAT3, VES_POSITION).getSize(); //Position
		offset += vertexDecl->addElement(0, offset, VET_FLOAT1, VES_TEXTURE_COORDINATES, 0).getSize(); //Timer
		offset += vertexDecl->addElement(0, offset, VET_FLOAT1, VES_TEXTURE_COORDINATES, 1).getSize(); //Type
		offset += vertexDecl->addElement(0, offset, VET_FLOAT3, VES_TEXTURE_COORDINATES, 2).getSize(); //Velocity
		
		//Bind the two together
		particleSystem->setRenderToVertexBuffer(r2vbObject);
		particleSystem->setManualObject(particleSystemSeed);

		//Set bounds
		AxisAlignedBox aabb;
		aabb.setMinimum(-100,-100,-100);
		aabb.setMaximum(100,100,100);
		particleSystem->setBoundingBox(aabb);
		
		return particleSystem;
	}
Exemple #17
0
Ogre::SceneNode* Terminal::createTexturedRect(std::string object_name, std::string texture_name, float left, float top, float right, float bottom)
{
    MaterialPtr material = MaterialManager::getSingleton().create(object_name,Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    material->getTechnique(0)->getPass(0)->createTextureUnitState(texture_name);
    material->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
    material->getTechnique(0)->getPass(0)->setDepthWriteEnabled(true);
    material->getTechnique(0)->getPass(0)->setLightingEnabled(false);

//    Ogre::Rectangle2D* rect = new Ogre::Rectangle2D(true);
    ManualObject* manual = Entropy::getSingletonPtr()->mSceneMgr->createManualObject(object_name);
    manual->setUseIdentityProjection(true);
    manual->setUseIdentityView(true);

    manual->begin(object_name, RenderOperation::OT_TRIANGLE_STRIP);

    manual->position(left, bottom, 0.0);
    manual->position(left, top, 0.0);
    manual->position(right, bottom, 0.0);
    manual->position(right,  top, 0.0);

    manual->index(0);
    manual->index(1);
    manual->index(2);
    manual->index(3);

    manual->end();

//    rect->setCorners(left,top,right,bottom);
//    rect->setMaterial(object_name);

    manual->setRenderQueueGroup(RENDER_QUEUE_OVERLAY);

    Ogre::AxisAlignedBox aabInf;
    aabInf.setInfinite();
    manual->setBoundingBox(aabInf);

    Ogre::SceneNode* rect_node = Entropy::getSingletonPtr()->mSceneMgr->getRootSceneNode()->createChildSceneNode(object_name);
    rect_node->attachObject(manual);


//    rect->setVisible(false);



//    rect_node->setPosition(0,0,0);

    return rect_node;
}
Exemple #18
0
void pathDrawerState::dibujaLinea(size_t idFrom, size_t idTo)
{
    ManualObject* manual = _sceneMgr->createManualObject("line_" + to_string(idFrom));
     
    manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
        Vector3 aux(vMarcas[idFrom]._nodoMarca->getPosition());
        aux.y = _planeRoadNode->getPosition().y + 1;
        manual->position(aux); //start
        aux = vMarcas[idTo]._nodoMarca->getPosition();
        aux.y = _planeRoadNode->getPosition().y + 1;
        manual->position(aux);    //end
    manual->end();
     
    _sceneMgr->getRootSceneNode()->attachObject(manual);
    cout << "nombre entity linea: " << manual->getName() << endl;
}
void MeshWithoutIndexDataTests::testCreateLineWithMaterial()
{
    String matName = "lineMat";
    MaterialPtr matPtr = MaterialManager::getSingleton().create(matName, "General");
    Pass* pass = matPtr->getTechnique(0)->getPass(0);
    pass->setDiffuse(1.0, 0.1, 0.1, 0);

    ManualObject* line = OGRE_NEW ManualObject("line");
    line->begin(matName, RenderOperation::OT_LINE_LIST);
    line->position(0, 50, 0);
    line->position(50, 100, 0);
    line->end();
    String fileName = "lineWithMat.mesh";
    MeshPtr lineMesh = line->convertToMesh(fileName);
    OGRE_DELETE line;

    CPPUNIT_ASSERT(lineMesh->getNumSubMeshes() == 1);
    CPPUNIT_ASSERT(lineMesh->getSubMesh(0)->indexData->indexCount == 0);
    RenderOperation rop;
    lineMesh->getSubMesh(0)->_getRenderOperation(rop);
    CPPUNIT_ASSERT(rop.useIndexes == false);
    CPPUNIT_ASSERT(lineMesh->getSubMesh(0)->vertexData->vertexCount == 2);

    MeshSerializer meshWriter;
    meshWriter.exportMesh(lineMesh.get(), fileName);
    MaterialSerializer matWriter;
    matWriter.exportMaterial(
        MaterialManager::getSingleton().getByName(matName), 
        matName + ".material"
        );

    mMeshMgr->remove( fileName );

    ResourceGroupManager::getSingleton().addResourceLocation(".", "FileSystem");
    MeshPtr loadedLine = mMeshMgr->load(fileName, "General");

    remove(fileName.c_str());
    remove((matName + ".material").c_str());

    CPPUNIT_ASSERT(loadedLine->getNumSubMeshes() == 1);
    CPPUNIT_ASSERT(loadedLine->getSubMesh(0)->indexData->indexCount == 0);
    loadedLine->getSubMesh(0)->_getRenderOperation(rop);
    CPPUNIT_ASSERT(rop.useIndexes == false);
    CPPUNIT_ASSERT(lineMesh->getSubMesh(0)->vertexData->vertexCount == 2);

    mMeshMgr->remove( fileName );
}
Exemple #20
0
    //---------------------------------------------------------------------
    void
    PFile::addGroup( const Group &group, ManualObject &mo
                    ,const String &sub_name, const String &material_base_name
                    ,const Ogre::Bone *bone ) const
    {
        size_t material_index( 0 );
        if( group.has_texture )
        {
            material_index = group.texture_index + 1;
        }
        String material_name( material_base_name + "/" + Ogre::StringConverter::toString( material_index ) );
        const uint16 bone_handle( bone->getHandle() );
        const Ogre::Vector3 bone_position( getPosition( bone ) );

        size_t index( 0 );
        size_t vertex_count( group.num_polygons * 3 );
        size_t index_count( vertex_count );
        size_t polygon_end_index( group.polygon_start_index + group.num_polygons );
        mo.begin( sub_name, material_name, vertex_count, index_count );
        for( size_t p( group.polygon_start_index ); p < polygon_end_index; ++p )
        {
            const PolygonDefinition& polygon( m_polygon_definitions[p] );
            for( int i(3); i--; )
            {
                uint32 v( group.vertex_start_index
                         +polygon.vertex[i] )
                      ,n( 0 + polygon.normal[i] )
                      ,t( group.texture_coordinate_start_index
                         +polygon.vertex[i] );
                Ogre::Vector3 pos( m_vertices[ v ] );
                mo.position((STATIC_ROTATION *  (pos / HRCFile::kDownScaler)) + bone_position);
                mo.colour( m_vertex_colors[ v ] );
                mo.normal( STATIC_ROTATION * m_normals[ n ] );
                if( group.has_texture )
                {
                    mo.textureCoord(m_texture_coordinates[t]);
                }
                mo.bone( index, bone_handle );
                mo.index( index++ );
            }
        }
        mo.end();
    }
Exemple #21
0
	void VideoManager::createQuad(String name,String material_name,float left,float top,float right,float bottom)
	{
		ManualObject* model = OgreManager::getSingleton().getSceneManager()->createManualObject(name);
		model->begin(material_name);

		model->position(right,bottom,0); model->textureCoord(1,1);
		model->position(right,top   ,0); model->textureCoord(1,0);
		model->position(left ,top   ,0); model->textureCoord(0,0);
		model->position(left ,top   ,0); model->textureCoord(0,0);
		model->position(right,bottom,0); model->textureCoord(1,1);
		model->position(left, bottom,0); model->textureCoord(0,1);

		model->end();
		// make the model 2D
		model->setUseIdentityProjection(true);
		model->setUseIdentityView(true);
		// and atach it to the root node
		SceneNode* node = OgreManager::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode();
		node->attachObject(model);
	}
Exemple #22
0
	void DebugDisplay::drawTriangle( Vector3 t0, Vector3 t1, Vector3 t2 )
	{
		oht_assert_threadmodel(ThrMdl_Main);

		ManualObject * pManObj = _pSceneManager->createManualObject();

		rollbackTransforms(t0);
		rollbackTransforms(t1);
		rollbackTransforms(t2);

		pManObj->begin(getCurrentMaterial(), RenderOperation::OT_TRIANGLE_LIST);

		pManObj->position(t0);
		pManObj->position(t1);
		pManObj->position(t2);

		pManObj->end();

		_pScNode->attachObject(pManObj);
	}
 Entity* OctreeNode::getOctreeGrid(SceneManager *sceneManager)
 {
     if (!mOctreeGrid)
     {
         mGridPositionCount = 0;
         mNodeI++;
         ManualObject* manual = sceneManager->createManualObject();
         manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
         manual->colour((Real)1.0, (Real)0.0, (Real)0.0);
         buildOctreeGridLines(manual); 
         manual->end();
     
         StringUtil::StrStreamType meshName;
         meshName << "VolumeOctreeGridMesh" << mNodeI;
         manual->convertToMesh(meshName.str());
         StringUtil::StrStreamType entityName;
         entityName << "VolumeOctreeGrid" << mNodeI;
         mOctreeGrid = sceneManager->createEntity(entityName.str(), meshName.str());
     }
     return mOctreeGrid;
 }
void MeshWithoutIndexDataTests::testCreateLineList()
{
    ManualObject* lineList = OGRE_NEW ManualObject("line");
    lineList->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
    lineList->position(0, 50, 0);
    lineList->position(50, 100, 0);
    lineList->position(50, 50, 0);
    lineList->position(100, 100, 0);
    lineList->position(0, 50, 0);
    lineList->position(50, 50, 0);
    lineList->end();
    String fileName = "lineList.mesh";
    MeshPtr lineListMesh = lineList->convertToMesh(fileName);
    OGRE_DELETE lineList;

    CPPUNIT_ASSERT(lineListMesh->getNumSubMeshes() == 1);
    CPPUNIT_ASSERT(lineListMesh->getSubMesh(0)->indexData->indexCount == 0);
    RenderOperation rop;
    lineListMesh->getSubMesh(0)->_getRenderOperation(rop);
    CPPUNIT_ASSERT(rop.useIndexes == false);
    CPPUNIT_ASSERT(lineListMesh->getSubMesh(0)->vertexData->vertexCount == 6);

    MeshSerializer meshWriter;
    meshWriter.exportMesh(lineListMesh.get(), fileName);

    mMeshMgr->remove( fileName );

    ResourceGroupManager::getSingleton().addResourceLocation(".", "FileSystem");
    MeshPtr loadedLineList = mMeshMgr->load(fileName, "General");

    remove(fileName.c_str());

    CPPUNIT_ASSERT(loadedLineList->getNumSubMeshes() == 1);
    CPPUNIT_ASSERT(loadedLineList->getSubMesh(0)->indexData->indexCount == 0);
    loadedLineList->getSubMesh(0)->_getRenderOperation(rop);
    CPPUNIT_ASSERT(rop.useIndexes == false);
    CPPUNIT_ASSERT(loadedLineList->getSubMesh(0)->vertexData->vertexCount == 6);

    mMeshMgr->remove( fileName );
}
void TutorialApplication::createScene(void)
{
    m_SceneMgr->setAmbientLight(Ogre::ColourValue(0.7f, 0.7f, 0.7f));

    // Render the bottom grid using lines
    Ogre::ManualObject *man = m_SceneMgr->createManualObject("grid");
    man->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_LINE_LIST);
    for (Real i = -GRID_SIZE + GRID_SPACING; i < GRID_SIZE; i += GRID_SPACING) {
        man->position(i, 0, -GRID_SIZE);
        man->position(i, 0, GRID_SIZE);

        man->position(-GRID_SIZE, 0, i);
        man->position(GRID_SIZE, 0, i);
    }
    man->end();
    m_SceneMgr->getRootSceneNode()->attachObject(man);

    // Create the cursor plane
    ManualObject *plane = m_SceneMgr->createManualObject("basePlane");
    plane->begin("BaseWhiteNoLighting", RenderOperation::OT_TRIANGLE_STRIP);
    plane->position(0, 0, 0);
    plane->position(0, 0, CURSOR_SIZE);
    plane->position(CURSOR_SIZE, 0, 0);
    plane->position(CURSOR_SIZE, 0, CURSOR_SIZE);
    plane->end();
    m_cursorNode = m_SceneMgr->getRootSceneNode()->createChildSceneNode("cursorNode");
    m_cursorNode->attachObject(plane);

    // Create all possible cones, so they can be shown later
    m_pointNode = m_SceneMgr->getRootSceneNode()->createChildSceneNode("coneBase");
    for (Vector3 coneDir : CONE_CASES) {
        std::vector<Vector3> seenList;
        SceneNode *childNode = m_pointNode->createChildSceneNode();
        m_coneNodes.push_back(childNode);
        createCones(nullptr, seenList, childNode,
                    m_pointNode->getPosition(), coneDir);
    }
    assert (m_coneNodes.size() == CONE_CASES.size());
    m_pointNode->setVisible(false, true);
}
    Entity* MeshBuilder::generateWithManualObject(SceneManager *sceneManager, const String &name, const String &material)
    {
            ManualObject* manual = sceneManager->createManualObject();
            manual->begin(material, RenderOperation::OT_TRIANGLE_LIST);
        
            for (VecVertex::const_iterator iter = mVertices.begin(); iter != mVertices.end(); ++iter)
            {
                manual->position(Vector3(iter->x, iter->y, iter->z));
                manual->normal(Vector3(iter->nX, iter->nY, iter->nZ));
            }
            for (VecIndices::const_iterator iter = mIndices.begin(); iter != mIndices.end(); ++iter)
            {
                manual->index(*iter);
            }

            manual->end();
            StringUtil::StrStreamType meshName;
            meshName << name << "ManualObject";
            MeshManager::getSingleton().remove(meshName.str());
            manual->convertToMesh(meshName.str());
            return sceneManager->createEntity(name, meshName.str());
    }
    Entity* DualGridGenerator::getDualGrid(SceneManager *sceneManager)
    {
        if (!mDualGrid && mDualCells.size() > 0)
        {
            ManualObject* manual = sceneManager->createManualObject();
            manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
            manual->colour((Real)0.0, (Real)1.0, (Real)0.0);
            manual->estimateVertexCount(mDualCells.size() * 8);
            manual->estimateIndexCount(mDualCells.size() * 24);

            uint32 baseIndex = 0;
            for (VecDualCell::iterator it = mDualCells.begin(); it != mDualCells.end(); ++it)
            {
                MeshBuilder::addCubeToManualObject(
                    manual,
                    it->mC0,
                    it->mC1,
                    it->mC2,
                    it->mC3,
                    it->mC4,
                    it->mC5,
                    it->mC6,
                    it->mC7,
                    baseIndex);
            }

            manual->end();
            mDualGridI++;
            StringUtil::StrStreamType meshName;
            meshName << "VolumeDualGridGridMesh" << mDualGridI;
            manual->convertToMesh(meshName.str());
            StringUtil::StrStreamType entityName;
            entityName << "VolumeDualGrid" << mDualGridI;
            mDualGrid = sceneManager->createEntity(entityName.str(), meshName.str());
        }
        return mDualGrid;
    }
ManualObject* ShowNormalsGenerator::buildManualObject() const
{
	if (mTriangleBuffer == NULL)
		OGRE_EXCEPT(Ogre::Exception::ERR_INVALID_STATE, "The input triangle buffer must not be null", "Procedural::ShowNormalsGenerator::buildManualObject()");
	SceneManager* sceneMgr = Ogre::Root::getSingleton().getSceneManagerIterator().begin()->second;
	if (sceneMgr == NULL)
		OGRE_EXCEPT(Ogre::Exception::ERR_INVALID_STATE, "Scene Manager must be set in Root", "Procedural::ShowNormalsGenerator::buildManualObject()");
	ManualObject* manual = sceneMgr->createManualObject();
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
	const std::vector<TriangleBuffer::Vertex>& vertices = mTriangleBuffer->getVertices();
	for (std::vector<TriangleBuffer::Vertex>::const_iterator it = vertices.begin(); it!= vertices.end(); ++it)
	{
		manual->position(it->mPosition);
		manual->position(it->mPosition + it->mNormal * mSize);

		if (mVisualStyle == VS_ARROW)
		{
			Vector3 axis2 = it->mNormal.perpendicular();
			Vector3 axis3 = it->mNormal.crossProduct(axis2);

			manual->position(it->mPosition + it->mNormal * mSize);
			manual->position(it->mPosition + (.8f * it->mNormal  + .1f * axis2) * mSize);

			manual->position(it->mPosition + it->mNormal * mSize);
			manual->position(it->mPosition + .8f * (it->mNormal  - .1f * axis2) * mSize);

			manual->position(it->mPosition + it->mNormal * mSize);
			manual->position(it->mPosition + .8f * ( it->mNormal + .1f * axis3)* mSize);

			manual->position(it->mPosition + it->mNormal * mSize);
			manual->position(it->mPosition + .8f * (it->mNormal - .1f * axis3)* mSize);
		}
	}
	manual->end();

	return manual;
}
// source:
// http://www.ogre3d.org/forums/viewtopic.php?p=301318&sid=ce193664e1d3d7c4af509e6f4e2718c6
ManualObject* createCubeMesh(Ogre::String name, Ogre::String matName) {

   ManualObject* cube = new ManualObject(name);

   cube->begin(matName);

   cube->position(0.5,-0.5,1.0);cube->normal(0.408248,-0.816497,0.408248);cube->textureCoord(1,0);
   cube->position(-0.5,-0.5,0.0);cube->normal(-0.408248,-0.816497,-0.408248);cube->textureCoord(0,1);
   cube->position(0.5,-0.5,0.0);cube->normal(0.666667,-0.333333,-0.666667);cube->textureCoord(1,1);
   cube->position(-0.5,-0.5,1.0);cube->normal(-0.666667,-0.333333,0.666667);cube->textureCoord(0,0);
   cube->position(0.5,0.5,1.0);cube->normal(0.666667,0.333333,0.666667);cube->textureCoord(1,0);
   cube->position(-0.5,-0.5,1.0);cube->normal(-0.666667,-0.333333,0.666667);cube->textureCoord(0,1);
   cube->position(0.5,-0.5,1.0);cube->normal(0.408248,-0.816497,0.408248);cube->textureCoord(1,1);
   cube->position(-0.5,0.5,1.0);cube->normal(-0.408248,0.816497,0.408248);cube->textureCoord(0,0);
   cube->position(-0.5,0.5,0.0);cube->normal(-0.666667,0.333333,-0.666667);cube->textureCoord(0,1);
   cube->position(-0.5,-0.5,0.0);cube->normal(-0.408248,-0.816497,-0.408248);cube->textureCoord(1,1);
   cube->position(-0.5,-0.5,1.0);cube->normal(-0.666667,-0.333333,0.666667);cube->textureCoord(1,0);
   cube->position(0.5,-0.5,0.0);cube->normal(0.666667,-0.333333,-0.666667);cube->textureCoord(0,1);
   cube->position(0.5,0.5,0.0);cube->normal(0.408248,0.816497,-0.408248);cube->textureCoord(1,1);
   cube->position(0.5,-0.5,1.0);cube->normal(0.408248,-0.816497,0.408248);cube->textureCoord(0,0);
   cube->position(0.5,-0.5,0.0);cube->normal(0.666667,-0.333333,-0.666667);cube->textureCoord(1,0);
   cube->position(-0.5,-0.5,0.0);cube->normal(-0.408248,-0.816497,-0.408248);cube->textureCoord(0,0);
   cube->position(-0.5,0.5,1.0);cube->normal(-0.408248,0.816497,0.408248);cube->textureCoord(1,0);
   cube->position(0.5,0.5,0.0);cube->normal(0.408248,0.816497,-0.408248);cube->textureCoord(0,1);
   cube->position(-0.5,0.5,0.0);cube->normal(-0.666667,0.333333,-0.666667);cube->textureCoord(1,1);
   cube->position(0.5,0.5,1.0);cube->normal(0.666667,0.333333,0.666667);cube->textureCoord(0,0);

   cube->triangle(0,1,2);      cube->triangle(3,1,0);
   cube->triangle(4,5,6);      cube->triangle(4,7,5);
   cube->triangle(8,9,10);      cube->triangle(10,7,8);
   cube->triangle(4,11,12);   cube->triangle(4,13,11);
   cube->triangle(14,8,12);   cube->triangle(14,15,8);
   cube->triangle(16,17,18);   cube->triangle(16,19,17);
   cube->end();

   return cube;
}
Exemple #30
0
ManualObject *Debugging::createPathgridLines(const ESM::Pathgrid *pathgrid)
{
    ManualObject *result = mSceneMgr->createManualObject();

    result->begin(PATHGRID_LINE_MATERIAL, RenderOperation::OT_LINE_LIST);
    for(ESM::Pathgrid::EdgeList::const_iterator it = pathgrid->mEdges.begin();
        it != pathgrid->mEdges.end();
        ++it)
    {
        const ESM::Pathgrid::Edge &edge = *it;
        const ESM::Pathgrid::Point &p1 = pathgrid->mPoints[edge.mV0], &p2 = pathgrid->mPoints[edge.mV1];
        Vector3 direction = (Vector3(p2.mX, p2.mY, p2.mZ) - Vector3(p1.mX, p1.mY, p1.mZ));
        Vector3 lineDisplacement = direction.crossProduct(Vector3::UNIT_Z).normalisedCopy();
        lineDisplacement = lineDisplacement * POINT_MESH_BASE +
                                Vector3(0, 0, 10); // move lines up a little, so they will be less covered by meshes/landscape
        result->position(Vector3(p1.mX, p1.mY, p1.mZ) + lineDisplacement);
        result->position(Vector3(p2.mX, p2.mY, p2.mZ) + lineDisplacement);
    }
    result->end();

    result->setVisibilityFlags (RV_Debug);

    return result;
}