Esempio n. 1
0
void TSStatic::_updatePhysics()
{
   SAFE_DELETE( mPhysicsRep );

   if ( !PHYSICSMGR || mCollisionType == None )
      return;

   PhysicsCollision *colShape = NULL;
   if ( mCollisionType == Bounds )
   {
      MatrixF offset( true );
      offset.setPosition( mShape->center );
      colShape = PHYSICSMGR->createCollision();
      colShape->addBox( getObjBox().getExtents() * 0.5f * mObjScale, offset );         
   }
   else
      colShape = mShape->buildColShape( mCollisionType == VisibleMesh, getScale() );

   if ( colShape )
   {
      PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
      mPhysicsRep = PHYSICSMGR->createBody();
      mPhysicsRep->init( colShape, 0, 0, this, world );
      mPhysicsRep->setTransform( getTransform() );
   }
}
Esempio n. 2
0
bool Forest::castRayBase( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered )
{
   if ( !getObjBox().collideLine( start, end ) )
      return false;

   if ( mData->castRay( start, end, outInfo, rendered ) )
   {
      outInfo->object = this;
      return true;
   }

   return false;
}
void ForestItem::setTransform( const MatrixF &xfm, F32 scale )
{
   mTransform = xfm;
   mScale = scale;

   // Cache the world box to improve culling performance.
   VectorF objScale( mScale, mScale, mScale );
   mWorldBox = getObjBox();
   mWorldBox.minExtents.convolve( objScale );
   mWorldBox.maxExtents.convolve( objScale );
   mTransform.mul( mWorldBox );

   // Generate a radius that encompasses the entire box.
   mRadius = ( mWorldBox.maxExtents - mWorldBox.minExtents ).len() / 2.0f;
}
Esempio n. 4
0
void ConvexShape::buildConvex( const Box3F &box, Convex *convex )
{
   if ( mGeometry.faces.empty() )
      return;

   mConvexList->collectGarbage();

   Box3F realBox = box;
   mWorldToObj.mul( realBox );
   realBox.minExtents.convolveInverse( mObjScale );
   realBox.maxExtents.convolveInverse( mObjScale );

   if ( realBox.isOverlapped( getObjBox() ) == false )
      return;

   // See if this convex exists in the working set already...
   Convex *cc = 0;
   CollisionWorkingList &wl = convex->getWorkingList();
   for ( CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext ) 
   {
      if ( itr->mConvex->getType() == ConvexShapeCollisionConvexType )
      {
         ConvexShapeCollisionConvex *pConvex = static_cast<ConvexShapeCollisionConvex*>(itr->mConvex);

         if ( pConvex->pShape == this )              
         {
            cc = itr->mConvex;
            return;
         }
      }
   }

   // Set up the convex...

   ConvexShapeCollisionConvex *cp = new ConvexShapeCollisionConvex();

   mConvexList->registerObject( cp );
   convex->addToWorkingList( cp );

   cp->mObject = this;
   cp->pShape  = this;   
}
Esempio n. 5
0
void Trigger::buildConvex(const Box3F& box, Convex* convex)
{
   // These should really come out of a pool
   mConvexList->collectGarbage();

   Box3F realBox = box;
   mWorldToObj.mul(realBox);
   realBox.minExtents.convolveInverse(mObjScale);
   realBox.maxExtents.convolveInverse(mObjScale);

   if (realBox.isOverlapped(getObjBox()) == false)
      return;

   // Just return a box convex for the entire shape...
   Convex* cc = 0;
   CollisionWorkingList& wl = convex->getWorkingList();
   for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
      if (itr->mConvex->getType() == BoxConvexType &&
          itr->mConvex->getObject() == this) {
         cc = itr->mConvex;
         break;
      }
   }
   if (cc)
      return;

   // Create a new convex.
   BoxConvex* cp = new BoxConvex;
   mConvexList->registerObject(cp);
   convex->addToWorkingList(cp);
   cp->init(this);

   mObjBox.getCenter(&cp->mCenter);
   cp->mSize.x = mObjBox.len_x() / 2.0f;
   cp->mSize.y = mObjBox.len_y() / 2.0f;
   cp->mSize.z = mObjBox.len_z() / 2.0f;
}
Esempio n. 6
0
void Forest::buildConvex( const Box3F &box, Convex *convex )
{
   mConvexList->collectGarbage();

   // Get all ForestItem(s) within the box.
   Vector<ForestItem> trees;
   mData->getItems( box, &trees );
   if ( trees.empty() )
      return;

   for ( U32 i = 0; i < trees.size(); i++ )
   {
      const ForestItem &forestItem = trees[i];

      Box3F realBox = box;
      mWorldToObj.mul( realBox );
      realBox.minExtents.convolveInverse( mObjScale );
      realBox.maxExtents.convolveInverse( mObjScale );

      // JCF: is this really necessary if we already got this ForestItem
      // as a result from getItems?
      if ( realBox.isOverlapped( getObjBox() ) == false )
         continue;      

      TSForestItemData *data = (TSForestItemData*)forestItem.getData();

      // Find CollisionDetail(s) that are defined...
      const Vector<S32> &details = data->getCollisionDetails();
      for ( U32 j = 0; j < details.size(); j++ ) 
      {
         // JCFHACK: need to fix this if we want this to work with speedtree
         // or other cases in which we don't have a TSForestItemData.
         // Most likely via preventing this method and other torque collision
         // specific stuff from ever getting called.
         if ( details[j] == -1 ) 
            continue;         

         // See if this convex exists in the working set already...
         Convex* cc = 0;
         CollisionWorkingList& wl = convex->getWorkingList();
         for ( CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext ) 
         {
            if ( itr->mConvex->getType() == ForestConvexType )
            {
               ForestConvex *pConvex = static_cast<ForestConvex*>(itr->mConvex);

               if ( pConvex->mObject == this &&
                  pConvex->mForestItemKey == forestItem.getKey() &&
                  pConvex->hullId == j )
               {
                  cc = itr->mConvex;
                  break;
               }
            }
         }
         if (cc)
            continue;

         // Then we need to make one.
         ForestConvex *cp = new ForestConvex;
         mConvexList->registerObject(cp);
         convex->addToWorkingList(cp);
         cp->mObject          = this;
         cp->mForestItemKey   = forestItem.getKey();
         cp->mData            = data;
         cp->mScale           = forestItem.getScale();
         cp->hullId           = j;
         cp->box              = forestItem.getObjBox();
         cp->calculateTransform( forestItem.getTransform() );
      }
   }
}
Esempio n. 7
0
void Item::updatePos(const U32 /*mask*/, const F32 dt)
{
   // Try and move
   Point3F pos;
   mObjToWorld.getColumn(3,&pos);
   delta.posVec = pos;

   bool contact = false;
   bool nonStatic = false;
   bool stickyNotify = false;
   CollisionList collisionList;
   F32 time = dt;

   static Polyhedron sBoxPolyhedron;
   static ExtrudedPolyList sExtrudedPolyList;
   static EarlyOutPolyList sEarlyOutPolyList;
   MatrixF collisionMatrix(true);
   Point3F end = pos + mVelocity * time;
   U32 mask = isServerObject() ? sServerCollisionMask : sClientCollisionMask;

   // Part of our speed problem here is that we don't track contact surfaces, like we do
   //  with the player.  In order to handle the most common and performance impacting
   //  instance of this problem, we'll use a ray cast to detect any contact surfaces below
   //  us.  This won't be perfect, but it only needs to catch a few of these to make a
   //  big difference.  We'll cast from the top center of the bounding box at the tick's
   //  beginning to the bottom center of the box at the end.
   Point3F startCast((mObjBox.minExtents.x + mObjBox.maxExtents.x) * 0.5,
                     (mObjBox.minExtents.y + mObjBox.maxExtents.y) * 0.5,
                     mObjBox.maxExtents.z);
   Point3F endCast((mObjBox.minExtents.x + mObjBox.maxExtents.x) * 0.5,
                   (mObjBox.minExtents.y + mObjBox.maxExtents.y) * 0.5,
                   mObjBox.minExtents.z);
   collisionMatrix.setColumn(3, pos);
   collisionMatrix.mulP(startCast);
   collisionMatrix.setColumn(3, end);
   collisionMatrix.mulP(endCast);
   RayInfo rinfo;
   bool doToughCollision = true;
   disableCollision();
   if (mCollisionObject)
      mCollisionObject->disableCollision();
   if (getContainer()->castRay(startCast, endCast, mask, &rinfo))
   {
      F32 bd = -mDot(mVelocity, rinfo.normal);

      if (bd >= 0.0)
      {
         // Contact!
         if (mDataBlock->sticky && rinfo.object->getTypeMask() & (STATIC_COLLISION_TYPEMASK)) {
            mVelocity.set(0, 0, 0);
            mAtRest = true;
            mAtRestCounter = 0;
            stickyNotify = true;
            mStickyCollisionPos    = rinfo.point;
            mStickyCollisionNormal = rinfo.normal;
            doToughCollision = false;;
         } else {
            // Subtract out velocity into surface and friction
            VectorF fv = mVelocity + rinfo.normal * bd;
            F32 fvl = fv.len();
            if (fvl) {
               F32 ff = bd * mDataBlock->friction;
               if (ff < fvl) {
                  fv *= ff / fvl;
                  fvl = ff;
               }
            }
            bd *= 1 + mDataBlock->elasticity;
            VectorF dv = rinfo.normal * (bd + 0.002);
            mVelocity += dv;
            mVelocity -= fv;

            // Keep track of what we hit
            contact = true;
            U32 typeMask = rinfo.object->getTypeMask();
            if (!(typeMask & StaticObjectType))
               nonStatic = true;
            if (isServerObject() && (typeMask & ShapeBaseObjectType)) {
               ShapeBase* col = static_cast<ShapeBase*>(rinfo.object);
               queueCollision(col,mVelocity - col->getVelocity());
            }
         }
      }
   }
   enableCollision();
   if (mCollisionObject)
      mCollisionObject->enableCollision();

   if (doToughCollision)
   {
      U32 count;
      for (count = 0; count < 3; count++)
      {
         // Build list from convex states here...
         end = pos + mVelocity * time;


         collisionMatrix.setColumn(3, end);
         Box3F wBox = getObjBox();
         collisionMatrix.mul(wBox);
         Box3F testBox = wBox;
         Point3F oldMin = testBox.minExtents;
         Point3F oldMax = testBox.maxExtents;
         testBox.minExtents.setMin(oldMin + (mVelocity * time));
         testBox.maxExtents.setMin(oldMax + (mVelocity * time));

         sEarlyOutPolyList.clear();
         sEarlyOutPolyList.mNormal.set(0,0,0);
         sEarlyOutPolyList.mPlaneList.setSize(6);
         sEarlyOutPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1,0,0));
         sEarlyOutPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0,1,0));
         sEarlyOutPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1,0,0));
         sEarlyOutPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0,-1,0));
         sEarlyOutPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0,0,-1));
         sEarlyOutPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0,0,1));

         CollisionWorkingList& eorList = mConvex.getWorkingList();
         CollisionWorkingList* eopList = eorList.wLink.mNext;
         while (eopList != &eorList) {
            if ((eopList->mConvex->getObject()->getTypeMask() & mask) != 0)
            {
               Box3F convexBox = eopList->mConvex->getBoundingBox();
               if (testBox.isOverlapped(convexBox))
               {
                  eopList->mConvex->getPolyList(&sEarlyOutPolyList);
                  if (sEarlyOutPolyList.isEmpty() == false)
                     break;
               }
            }
            eopList = eopList->wLink.mNext;
         }
         if (sEarlyOutPolyList.isEmpty())
         {
            pos = end;
            break;
         }

         collisionMatrix.setColumn(3, pos);
         sBoxPolyhedron.buildBox(collisionMatrix, mObjBox, true);

         // Build extruded polyList...
         VectorF vector = end - pos;
         sExtrudedPolyList.extrude(sBoxPolyhedron, vector);
         sExtrudedPolyList.setVelocity(mVelocity);
         sExtrudedPolyList.setCollisionList(&collisionList);

         CollisionWorkingList& rList = mConvex.getWorkingList();
         CollisionWorkingList* pList = rList.wLink.mNext;
         while (pList != &rList) {
            if ((pList->mConvex->getObject()->getTypeMask() & mask) != 0)
            {
               Box3F convexBox = pList->mConvex->getBoundingBox();
               if (testBox.isOverlapped(convexBox))
               {
                  pList->mConvex->getPolyList(&sExtrudedPolyList);
               }
            }
            pList = pList->wLink.mNext;
         }

         if (collisionList.getTime() < 1.0)
         {
            // Set to collision point
            F32 dt = time * collisionList.getTime();
            pos += mVelocity * dt;
            time -= dt;

            // Pick the most resistant surface
            F32 bd = 0;
            const Collision* collision = 0;
            for (int c = 0; c < collisionList.getCount(); c++) {
               const Collision &cp = collisionList[c];
               F32 dot = -mDot(mVelocity,cp.normal);
               if (dot > bd) {
                  bd = dot;
                  collision = &cp;
               }
            }

            if (collision && mDataBlock->sticky && collision->object->getTypeMask() & (STATIC_COLLISION_TYPEMASK)) {
               mVelocity.set(0, 0, 0);
               mAtRest = true;
               mAtRestCounter = 0;
               stickyNotify = true;
               mStickyCollisionPos    = collision->point;
               mStickyCollisionNormal = collision->normal;
               break;
            } else {
               // Subtract out velocity into surface and friction
               if (collision) {
                  VectorF fv = mVelocity + collision->normal * bd;
                  F32 fvl = fv.len();
                  if (fvl) {
                     F32 ff = bd * mDataBlock->friction;
                     if (ff < fvl) {
                        fv *= ff / fvl;
                        fvl = ff;
                     }
                  }
                  bd *= 1 + mDataBlock->elasticity;
                  VectorF dv = collision->normal * (bd + 0.002);
                  mVelocity += dv;
                  mVelocity -= fv;

                  // Keep track of what we hit
                  contact = true;
                  U32 typeMask = collision->object->getTypeMask();
                  if (!(typeMask & StaticObjectType))
                     nonStatic = true;
                  if (isServerObject() && (typeMask & ShapeBaseObjectType)) {
                     ShapeBase* col = static_cast<ShapeBase*>(collision->object);
                     queueCollision(col,mVelocity - col->getVelocity());
                  }
               }
            }
         }
         else
         {
            pos = end;
            break;
         }
      }
      if (count == 3)
      {
         // Couldn't move...
         mVelocity.set(0, 0, 0);
      }
   }

   // If on the client, calculate delta for backstepping
   if (isGhost()) {
      delta.pos     = pos;
      delta.posVec -= pos;
      delta.dt = 1;
   }

   // Update transform
   MatrixF mat = mObjToWorld;
   mat.setColumn(3,pos);
   Parent::setTransform(mat);
   enableCollision();
   if (mCollisionObject)
      mCollisionObject->enableCollision();
   updateContainer();

   if ( mPhysicsRep )
      mPhysicsRep->setTransform( mat );

   //
   if (contact) {
      // Check for rest condition
      if (!nonStatic && mVelocity.len() < sAtRestVelocity) {
         mVelocity.x = mVelocity.y = mVelocity.z = 0;
         mAtRest = true;
         mAtRestCounter = 0;
      }

      // Only update the client if we hit a non-static shape or
      // if this is our final rest pos.
      if (nonStatic || mAtRest)
         setMaskBits(PositionMask);
   }

   // Collision callbacks. These need to be processed whether we hit
   // anything or not.
   if (!isGhost())
   {
      SimObjectPtr<Item> safePtr(this);
      if (stickyNotify)
      {
         notifyCollision();
         if(bool(safePtr))
			 onStickyCollision_callback( getIdString() );
      }
      else
         notifyCollision();

      // water
      if(bool(safePtr))
      {
         if(!mInLiquid && mWaterCoverage != 0.0f)
         {
            mInLiquid = true;
            if ( !isGhost() )
             mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
         }

         else if(mInLiquid && mWaterCoverage == 0.0f)
         {
            mInLiquid = false;
            if ( !isGhost() )
             mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
         }
      }
   }
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void RenderObjectExample::createGeometry()
{
   static const Point3F cubePoints[8] = 
   {
      Point3F( 1.0f, -1.0f, -1.0f), Point3F( 1.0f, -1.0f,  1.0f),
      Point3F( 1.0f,  1.0f, -1.0f), Point3F( 1.0f,  1.0f,  1.0f),
      Point3F(-1.0f, -1.0f, -1.0f), Point3F(-1.0f,  1.0f, -1.0f),
      Point3F(-1.0f, -1.0f,  1.0f), Point3F(-1.0f,  1.0f,  1.0f)
   };

   static const Point3F cubeNormals[6] = 
   {
      Point3F( 1.0f,  0.0f,  0.0f), Point3F(-1.0f,  0.0f,  0.0f),
      Point3F( 0.0f,  1.0f,  0.0f), Point3F( 0.0f, -1.0f,  0.0f),
      Point3F( 0.0f,  0.0f,  1.0f), Point3F( 0.0f,  0.0f, -1.0f)
   };

   static const ColorI cubeColors[3] = 
   {
      ColorI( 255,   0,   0, 255 ),
      ColorI(   0, 255,   0, 255 ),
      ColorI(   0,   0, 255, 255 )
   };

   static const U32 cubeFaces[36][3] = 
   {
      { 3, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 },
      { 2, 0, 0 }, { 0, 0, 0 }, { 3, 0, 0 },
      { 7, 1, 0 }, { 4, 1, 0 }, { 5, 1, 0 },
      { 6, 1, 0 }, { 4, 1, 0 }, { 7, 1, 0 },
      { 3, 2, 1 }, { 5, 2, 1 }, { 2, 2, 1 },
      { 7, 2, 1 }, { 5, 2, 1 }, { 3, 2, 1 },
      { 1, 3, 1 }, { 4, 3, 1 }, { 6, 3, 1 },
      { 0, 3, 1 }, { 4, 3, 1 }, { 1, 3, 1 },
      { 3, 4, 2 }, { 6, 4, 2 }, { 7, 4, 2 },
      { 1, 4, 2 }, { 6, 4, 2 }, { 3, 4, 2 },
      { 2, 5, 2 }, { 4, 5, 2 }, { 0, 5, 2 },
      { 5, 5, 2 }, { 4, 5, 2 }, { 2, 5, 2 }
   };

   // Fill the vertex buffer
   VertexType *pVert = NULL;

   mVertexBuffer.set( GFX, 36, GFXBufferTypeStatic );
   pVert = mVertexBuffer.lock();

   Point3F halfSize = getObjBox().getExtents() * 0.5f;

   for (U32 i = 0; i < 36; i++)
   {
      const U32& vdx = cubeFaces[i][0];
      const U32& ndx = cubeFaces[i][1];
      const U32& cdx = cubeFaces[i][2];

      pVert[i].point  = cubePoints[vdx] * halfSize;
      pVert[i].normal = cubeNormals[ndx];
      pVert[i].color  = cubeColors[cdx];
   }

   mVertexBuffer.unlock();

   // Set up our normal and reflection StateBlocks
   GFXStateBlockDesc desc;

   // The normal StateBlock only needs a default StateBlock
   mNormalSB = GFX->createStateBlock( desc );

   // The reflection needs its culling reversed
   desc.cullDefined = true;
   desc.cullMode = GFXCullCW;
   mReflectSB = GFX->createStateBlock( desc );
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void MetaShapeRenderer::createGeometry()
{
	Point3F scale = this->getScale();
	Box3F box = this->getObjBox();
   box.minExtents.convolve(scale);
   box.maxExtents.convolve(scale);
	MatrixF mat = this->getTransform();
	mat.mul(box);

	mPolyList.clear();
   this->getContainer()->buildPolyList(
		PLC_Collision,
		box,
		ShapeBaseObjectType,
		&mPolyList
	);

	mUpdatePolyList = false;

   static const Point3F cubePoints[8] = 
   {
      Point3F( 1.0f, -1.0f, -1.0f), Point3F( 1.0f, -1.0f,  1.0f),
      Point3F( 1.0f,  1.0f, -1.0f), Point3F( 1.0f,  1.0f,  1.0f),
      Point3F(-1.0f, -1.0f, -1.0f), Point3F(-1.0f,  1.0f, -1.0f),
      Point3F(-1.0f, -1.0f,  1.0f), Point3F(-1.0f,  1.0f,  1.0f)
   };

   static const Point3F cubeNormals[6] = 
   {
      Point3F( 1.0f,  0.0f,  0.0f), Point3F(-1.0f,  0.0f,  0.0f),
      Point3F( 0.0f,  1.0f,  0.0f), Point3F( 0.0f, -1.0f,  0.0f),
      Point3F( 0.0f,  0.0f,  1.0f), Point3F( 0.0f,  0.0f, -1.0f)
   };

   static const ColorI cubeColors[3] = 
   {
      ColorI( 0, 0, 100, 100),
      ColorI( 0, 0, 100, 100),
      ColorI( 0, 0, 100, 100)
   };

   static const U32 cubeFaces[36][3] = 
   {
      { 3, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 },
      { 2, 0, 0 }, { 0, 0, 0 }, { 3, 0, 0 },
      { 7, 1, 0 }, { 4, 1, 0 }, { 5, 1, 0 },
      { 6, 1, 0 }, { 4, 1, 0 }, { 7, 1, 0 },
      { 3, 2, 1 }, { 5, 2, 1 }, { 2, 2, 1 },
      { 7, 2, 1 }, { 5, 2, 1 }, { 3, 2, 1 },
      { 1, 3, 1 }, { 4, 3, 1 }, { 6, 3, 1 },
      { 0, 3, 1 }, { 4, 3, 1 }, { 1, 3, 1 },
      { 3, 4, 2 }, { 6, 4, 2 }, { 7, 4, 2 },
      { 1, 4, 2 }, { 6, 4, 2 }, { 3, 4, 2 },
      { 2, 5, 2 }, { 4, 5, 2 }, { 0, 5, 2 },
      { 5, 5, 2 }, { 4, 5, 2 }, { 2, 5, 2 }
   };

   // Fill the vertex buffer
   VertexType *pVert = NULL;

   mVertexBuffer.set( GFX, 36, GFXBufferTypeStatic );
   pVert = mVertexBuffer.lock();

   Point3F halfSize = getObjBox().getExtents() * 0.5f;

   for (U32 i = 0; i < 36; i++)
   {
      const U32& vdx = cubeFaces[i][0];
      const U32& ndx = cubeFaces[i][1];
      const U32& cdx = cubeFaces[i][2];

      pVert[i].point  = cubePoints[vdx] * halfSize;
      pVert[i].normal = cubeNormals[ndx];
      pVert[i].color  = cubeColors[cdx];
   }

   mVertexBuffer.unlock();

   // Set up our normal and reflection StateBlocks
   GFXStateBlockDesc desc;

   // The normal StateBlock only needs a default StateBlock
   mNormalSB = GFX->createStateBlock( desc );

   // The reflection needs its culling reversed
   desc.cullDefined = true;
   desc.cullMode = GFXCullCW;
   mReflectSB = GFX->createStateBlock( desc );
}
Esempio n. 10
0
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void RenderMeshExample::createGeometry()
{
   static const Point3F cubePoints[8] = 
   {
      Point3F( 1, -1, -1), Point3F( 1, -1,  1), Point3F( 1,  1, -1), Point3F( 1,  1,  1),
      Point3F(-1, -1, -1), Point3F(-1,  1, -1), Point3F(-1, -1,  1), Point3F(-1,  1,  1)
   };

   static const Point3F cubeNormals[6] = 
   {
      Point3F( 1,  0,  0), Point3F(-1,  0,  0), Point3F( 0,  1,  0),
      Point3F( 0, -1,  0), Point3F( 0,  0,  1), Point3F( 0,  0, -1)
   };

   static const Point2F cubeTexCoords[4] = 
   {
      Point2F( 0,  0), Point2F( 0, -1),
      Point2F( 1,  0), Point2F( 1, -1)
   };

   static const U32 cubeFaces[36][3] = 
   {
      { 3, 0, 3 }, { 0, 0, 0 }, { 1, 0, 1 },
      { 2, 0, 2 }, { 0, 0, 0 }, { 3, 0, 3 },
      { 7, 1, 1 }, { 4, 1, 2 }, { 5, 1, 0 },
      { 6, 1, 3 }, { 4, 1, 2 }, { 7, 1, 1 },
      { 3, 2, 1 }, { 5, 2, 2 }, { 2, 2, 0 },
      { 7, 2, 3 }, { 5, 2, 2 }, { 3, 2, 1 },
      { 1, 3, 3 }, { 4, 3, 0 }, { 6, 3, 1 },
      { 0, 3, 2 }, { 4, 3, 0 }, { 1, 3, 3 },
      { 3, 4, 3 }, { 6, 4, 0 }, { 7, 4, 1 },
      { 1, 4, 2 }, { 6, 4, 0 }, { 3, 4, 3 },
      { 2, 5, 1 }, { 4, 5, 2 }, { 0, 5, 0 },
      { 5, 5, 3 }, { 4, 5, 2 }, { 2, 5, 1 }
   };

   // Fill the vertex buffer
   VertexType *pVert = NULL;

   mVertexBuffer.set( GFX, 36, GFXBufferTypeStatic );
   pVert = mVertexBuffer.lock();

   Point3F halfSize = getObjBox().getExtents() * 0.5f;

   for (U32 i = 0; i < 36; i++)
   {
      const U32& vdx = cubeFaces[i][0];
      const U32& ndx = cubeFaces[i][1];
      const U32& tdx = cubeFaces[i][2];

      pVert[i].point    = cubePoints[vdx] * halfSize;
      pVert[i].normal   = cubeNormals[ndx];
      pVert[i].texCoord = cubeTexCoords[tdx];
   }

   mVertexBuffer.unlock();

   // Fill the primitive buffer
   U16 *pIdx = NULL;

   mPrimitiveBuffer.set( GFX, 36, 12, GFXBufferTypeStatic );

   mPrimitiveBuffer.lock(&pIdx);     
   
   for (U16 i = 0; i < 36; i++)
      pIdx[i] = i;

   mPrimitiveBuffer.unlock();
}