//----------------------------------------------------------------------------- MeshPtr ManualObject::convertToMesh(const String& meshName, const String& groupName) { if (mCurrentSection) { OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "You cannot call convertToMesh() whilst you are in the middle of " "defining the object; call end() first.", "ManualObject::convertToMesh"); } if (mSectionList.empty()) { OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "No data defined to convert to a mesh.", "ManualObject::convertToMesh"); } MeshPtr m = MeshManager::getSingleton().createManual(meshName, groupName); for (SectionList::iterator i = mSectionList.begin(); i != mSectionList.end(); ++i) { ManualObjectSection* sec = *i; RenderOperation* rop = sec->getRenderOperation(); SubMesh* sm = m->createSubMesh(); sm->useSharedVertices = false; sm->operationType = rop->operationType; sm->setMaterialName(sec->getMaterialName(), groupName); // Copy vertex data; replicate buffers too sm->vertexData = rop->vertexData->clone(true); // Copy index data; replicate buffers too; delete the default, old one to avoid memory leaks // check if index data is present if (rop->indexData) { // Copy index data; replicate buffers too; delete the default, old one to avoid memory leaks OGRE_DELETE sm->indexData; sm->indexData = rop->indexData->clone(true); } } // update bounds m->_setBounds(mAABB); m->_setBoundingSphereRadius(mRadius); m->load(); return m; }
/* ******************************************************************************* | implement of CGrassSticks ******************************************************************************* */ void CGrassSticks::createGrassMesh() { MeshPtr mesh = MeshManager::getSingleton().createManual(GRASS_MESH_NAME, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); // create a submesh with the grass material SubMesh* sm = mesh->createSubMesh(); sm->setMaterialName("Examples/GrassBlades"); sm->useSharedVertices = false; sm->vertexData = OGRE_NEW VertexData(); sm->vertexData->vertexStart = 0; sm->vertexData->vertexCount = 12; sm->indexData->indexCount = 18; // specify a vertex format declaration for our mesh: 3 floats for position, 3 floats for normal, 2 floats for UV VertexDeclaration* decl = sm->vertexData->vertexDeclaration; decl->addElement(0, 0, VET_FLOAT3, VES_POSITION); decl->addElement(0, sizeof(float) * 3, VET_FLOAT3, VES_NORMAL); decl->addElement(0, sizeof(float) * 6, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0); // create a vertex buffer HardwareVertexBufferSharedPtr vb = HardwareBufferManager::getSingleton().createVertexBuffer (decl->getVertexSize(0), sm->vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); GrassVertex* verts = (GrassVertex*)vb->lock(HardwareBuffer::HBL_DISCARD); // start filling in vertex data for (unsigned int i = 0; i < 3; i++) // each grass mesh consists of 3 planes { // planes intersect along the Y axis with 60 degrees between them Real x = Math::Cos(Degree(i * 60)) * GRASS_WIDTH / 2; Real z = Math::Sin(Degree(i * 60)) * GRASS_WIDTH / 2; for (unsigned int j = 0; j < 4; j++) // each plane has 4 vertices { GrassVertex& vert = verts[i * 4 + j]; vert.x = j < 2 ? -x : x; vert.y = j % 2 ? 0 : GRASS_HEIGHT; vert.z = j < 2 ? -z : z; // all normals point straight up vert.nx = 0; vert.ny = 1; vert.nz = 0; vert.u = j < 2 ? 0 : 1; vert.v = j % 2; } } vb->unlock(); // commit vertex changes sm->vertexData->vertexBufferBinding->setBinding(0, vb); // bind vertex buffer to our submesh // create an index buffer sm->indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer (HardwareIndexBuffer::IT_16BIT, sm->indexData->indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); // start filling in index data Ogre::uint16* indices = (Ogre::uint16*)sm->indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD); for (unsigned int i = 0; i < 3; i++) // each grass mesh consists of 3 planes { unsigned int off = i * 4; // each plane consists of 2 triangles *indices++ = 0 + off; *indices++ = 3 + off; *indices++ = 1 + off; *indices++ = 0 + off; *indices++ = 2 + off; *indices++ = 3 + off; } sm->indexData->indexBuffer->unlock(); // commit index changes // update mesh AABB Ogre::AxisAlignedBox aabb; aabb.setExtents(-1,-1,-1,1,1,1); mesh->_setBounds(aabb); // Ogre::MeshSerializer serial; // serial.exportMesh(mesh.getPointer(), "grass.mesh"); }
Mesh *GrassLoader::generateGrass_SPRITE(PageInfo &page, GrassLayer *layer, float *grassPositions, unsigned int grassCount) { //Calculate the number of quads to be added unsigned int quadCount; quadCount = grassCount; // check for overflows of the uint16's unsigned int maxUInt16 = std::numeric_limits<uint16>::max(); if(grassCount > maxUInt16) { LogManager::getSingleton().logMessage("grass count overflow: you tried to use more than " + StringConverter::toString(maxUInt16) + " (thats the maximum) grass meshes for one page"); return 0; } if(quadCount > maxUInt16) { LogManager::getSingleton().logMessage("quad count overflow: you tried to use more than " + StringConverter::toString(maxUInt16) + " (thats the maximum) grass meshes for one page"); return 0; } //Create manual mesh to store grass quads MeshPtr mesh = MeshManager::getSingleton().createManual(getUniqueID(), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); SubMesh *subMesh = mesh->createSubMesh(); subMesh->useSharedVertices = false; //Setup vertex format information subMesh->vertexData = new VertexData; subMesh->vertexData->vertexStart = 0; subMesh->vertexData->vertexCount = 4 * quadCount; VertexDeclaration* dcl = subMesh->vertexData->vertexDeclaration; size_t offset = 0; dcl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); dcl->addElement(0, offset, VET_FLOAT4, VES_NORMAL); offset += VertexElement::getTypeSize(VET_FLOAT4); dcl->addElement(0, offset, VET_COLOUR, VES_DIFFUSE); offset += VertexElement::getTypeSize(VET_COLOUR); dcl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES); offset += VertexElement::getTypeSize(VET_FLOAT2); //Populate a new vertex buffer with grass HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton() .createVertexBuffer(offset, subMesh->vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); float* pReal = static_cast<float*>(vbuf->lock(HardwareBuffer::HBL_DISCARD)); //Calculate size variance float rndWidth = layer->maxWidth - layer->minWidth; float rndHeight = layer->maxHeight - layer->minHeight; float minY = Math::POS_INFINITY, maxY = Math::NEG_INFINITY; float *posPtr = grassPositions; //Position array "iterator" for (uint16 i = 0; i < grassCount; ++i) { //Get the x and z positions from the position array float x = *posPtr++; float z = *posPtr++; //Calculate height float y; if (heightFunction){ y = heightFunction(x, z, heightFunctionUserData); } else { y = 0; } float x1 = (x - page.centerPoint.x); float z1 = (z - page.centerPoint.z); //Get the color at the grass position uint32 color; if (layer->colorMap) color = layer->colorMap->getColorAt(x, z, layer->mapBounds); else color = 0xFFFFFFFF; //Calculate size float rnd = *posPtr++; //The same rnd value is used for width and height to maintain aspect ratio float halfXScale = (layer->minWidth + rndWidth * rnd) * 0.5f; float scaleY = (layer->minHeight + rndHeight * rnd); //Randomly mirror grass textures float uvLeft, uvRight; if (*posPtr++ > 0.5f){ uvLeft = 0; uvRight = 1; } else { uvLeft = 1; uvRight = 0; } //Add vertices *pReal++ = x1; *pReal++ = y; *pReal++ = z1; //center position *pReal++ = -halfXScale; *pReal++ = scaleY; *pReal++ = 0; *pReal++ = 0; //normal (used to store relative corner positions) *((uint32*)pReal++) = color; //color *pReal++ = uvLeft; *pReal++ = 0; //uv *pReal++ = x1; *pReal++ = y; *pReal++ = z1; //center position *pReal++ = +halfXScale; *pReal++ = scaleY; *pReal++ = 0; *pReal++ = 0; //normal (used to store relative corner positions) *((uint32*)pReal++) = color; //color *pReal++ = uvRight; *pReal++ = 0; //uv *pReal++ = x1; *pReal++ = y; *pReal++ = z1; //center position *pReal++ = -halfXScale; *pReal++ = 0.0f; *pReal++ = 0; *pReal++ = 0; //normal (used to store relative corner positions) *((uint32*)pReal++) = color; //color *pReal++ = uvLeft; *pReal++ = 1; //uv *pReal++ = x1; *pReal++ = y; *pReal++ = z1; //center position *pReal++ = +halfXScale; *pReal++ = 0.0f; *pReal++ = 0; *pReal++ = 0; //normal (used to store relative corner positions) *((uint32*)pReal++) = color; //color *pReal++ = uvRight; *pReal++ = 1; //uv //Update bounds if (y < minY) minY = y; if (y + scaleY > maxY) maxY = y + scaleY; } vbuf->unlock(); subMesh->vertexData->vertexBufferBinding->setBinding(0, vbuf); //Populate index buffer subMesh->indexData->indexStart = 0; subMesh->indexData->indexCount = 6 * quadCount; subMesh->indexData->indexBuffer = HardwareBufferManager::getSingleton() .createIndexBuffer(HardwareIndexBuffer::IT_16BIT, subMesh->indexData->indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); uint16* pI = static_cast<uint16*>(subMesh->indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD)); for (uint16 i = 0; i < quadCount; ++i) { uint16 offset = i * 4; *pI++ = 0 + offset; *pI++ = 2 + offset; *pI++ = 1 + offset; *pI++ = 1 + offset; *pI++ = 2 + offset; *pI++ = 3 + offset; } subMesh->indexData->indexBuffer->unlock(); //subMesh->setBuildEdgesEnabled(autoEdgeBuildEnabled); //Finish up mesh AxisAlignedBox bounds(page.bounds.left - page.centerPoint.x, minY, page.bounds.top - page.centerPoint.z, page.bounds.right - page.centerPoint.x, maxY, page.bounds.bottom - page.centerPoint.z); mesh->_setBounds(bounds); Vector3 temp = bounds.getMaximum() - bounds.getMinimum(); mesh->_setBoundingSphereRadius(temp.length() * 0.5f); LogManager::getSingleton().setLogDetail(static_cast<LoggingLevel>(0)); mesh->setAutoBuildEdgeLists(autoEdgeBuildEnabled); mesh->load(); LogManager::getSingleton().setLogDetail(LL_NORMAL); //Apply grass material to mesh subMesh->setMaterialName(layer->material->getName()); //Return the mesh return mesh.getPointer(); }
void MeshBuilder::end() { assert(!m_bIsSharedVertices && !m_currentSubMesh.strName.empty() && "You must call begin() before you call end()"); assert(!m_currentSubMesh.bUseSharedVertices || m_mesh->sharedVertexData); // Declarations std::map<unsigned short, std::vector<tElement> >::iterator iterSource, iterSourceEnd; std::vector<tVertex>::iterator iterVertex, iterVertexEnd; HardwareVertexBufferSharedPtr vbuffer; VertexData* pVertexData; // If a temporary vertex is pending, add it to the list if (m_bTempVertexPending) copyTempVertexToBuffer(); m_bFirstVertex = false; m_bAutomaticDeclaration = false; m_bIsSharedVertices = false; // Create the submesh SubMesh* pSubMesh = m_mesh->createSubMesh(m_currentSubMesh.strName); pSubMesh->setMaterialName(m_currentSubMesh.strMaterial); pSubMesh->useSharedVertices = m_currentSubMesh.bUseSharedVertices; pSubMesh->operationType = m_currentSubMesh.opType; // Initializes the vertex declaration if necessary if (!m_currentSubMesh.bUseSharedVertices) { pSubMesh->vertexData = createVertexData(); pVertexData = pSubMesh->vertexData; } else { pVertexData = m_mesh->sharedVertexData; } // Add the vertices into their buffers VertexBufferBinding::VertexBufferBindingMap bindings = pVertexData->vertexBufferBinding->getBindings(); for (iterSource = m_currentSubMesh.verticesElements.begin(), iterSourceEnd = m_currentSubMesh.verticesElements.end(); iterSource != iterSourceEnd; ++iterSource) { unsigned int vertexIndex = 0; for (iterVertex = m_currentSubMesh.vertices.begin(), iterVertexEnd = m_currentSubMesh.vertices.end(); iterVertex != iterVertexEnd; ++iterVertex) { if ((iterVertex->blendingDim > 0) && !m_mesh->getSkeletonName().empty()) { VertexBoneAssignment ass; ass.vertexIndex = vertexIndex; for (unsigned int i = 0; i < iterVertex->blendingDim; ++i) { ass.boneIndex = iterVertex->blendingIndices[i]; ass.weight = iterVertex->blendingWeights[i]; pSubMesh->addBoneAssignment(ass); } } ++vertexIndex; } } // Add the indices into their buffer pSubMesh->indexData->indexCount = m_currentSubMesh.indices.size(); pSubMesh->indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer( HardwareIndexBuffer::IT_16BIT, m_currentSubMesh.indices.size(), m_currentSubMesh.indexBufferInfo.usage, m_currentSubMesh.indexBufferInfo.bUseShadowBuffer); pSubMesh->indexData->indexBuffer->writeData(0, m_currentSubMesh.indices.size() * sizeof(unsigned short), &m_currentSubMesh.indices[0]); // Update the AABB and the radius of the mesh m_mesh->_setBounds(toOgre(m_AABB)); m_mesh->_setBoundingSphereRadius(m_radius); // Reset the internal state m_currentSubMesh.strName = ""; m_currentSubMesh.strMaterial = ""; m_currentSubMesh.bUseSharedVertices = false; m_currentSubMesh.indexBufferInfo.usage = HardwareBuffer::HBU_STATIC_WRITE_ONLY; m_currentSubMesh.indexBufferInfo.bUseShadowBuffer = false; m_currentSubMesh.verticesElements.clear(); m_currentSubMesh.vertexBufferInfos.clear(); m_currentSubMesh.vertices.clear(); m_currentSubMesh.indices.clear(); }
MeshPtr MeshMergeTool::merge(const Ogre::String& name, const Ogre::String& resourceGroupName) { print("Baking: New Mesh started", V_HIGH); MeshPtr mp = MeshManager::getSingleton().createManual(name, resourceGroupName); if (!mBaseSkeleton.isNull()) { mp->setSkeletonName(mBaseSkeleton->getName()); } AxisAlignedBox totalBounds = AxisAlignedBox(); for (std::vector<Ogre::MeshPtr>::iterator it = mMeshes.begin(); it != mMeshes.end(); ++it) { print("Baking: adding submeshes for " + (*it)->getName(), V_HIGH); // insert all submeshes for (Ogre::ushort sid = 0; sid < (*it)->getNumSubMeshes(); ++sid) { SubMesh* sub = (*it)->getSubMesh(sid); const String name = findSubmeshName((*it), sid); // create submesh with correct name SubMesh* newsub; if (name.length() == 0) { newsub = mp->createSubMesh(); } else { /// @todo check if a submesh with this name has been created before newsub = mp->createSubMesh(name); } newsub->useSharedVertices = sub->useSharedVertices; // add index newsub->indexData = sub->indexData->clone(); // add geometry if (!newsub->useSharedVertices) { newsub->vertexData = sub->vertexData->clone(); if (!mBaseSkeleton.isNull()) { // build bone assignments SubMesh::BoneAssignmentIterator bit = sub->getBoneAssignmentIterator(); while (bit.hasMoreElements()) { VertexBoneAssignment vba = bit.getNext(); newsub->addBoneAssignment(vba); } } } newsub->setMaterialName(sub->getMaterialName()); // Add vertex animations for this submesh Animation *anim = 0; for (unsigned short i = 0; i < (*it)->getNumAnimations(); ++i) { anim = (*it)->getAnimation(i); // get or create the animation for the new mesh Animation *newanim; if (mp->hasAnimation(anim->getName())) { newanim = mp->getAnimation(anim->getName()); } else { newanim = mp->createAnimation(anim->getName(), anim->getLength()); } print("Baking: adding vertex animation " + anim->getName() + " for " + (*it)->getName(), V_HIGH); Animation::VertexTrackIterator vti=anim->getVertexTrackIterator(); while (vti.hasMoreElements()) { VertexAnimationTrack *vt = vti.getNext(); // handle=0 targets the main mesh, handle i (where i>0) targets submesh i-1. // In this case there are only submeshes so index 0 will not be used. unsigned short handle = mp->getNumSubMeshes(); VertexAnimationTrack* newvt = newanim->createVertexTrack( handle, vt->getAssociatedVertexData()->clone(), vt->getAnimationType()); for (int keyFrameIndex = 0; keyFrameIndex < vt->getNumKeyFrames(); ++keyFrameIndex) { switch (vt->getAnimationType()) { case VAT_MORPH: { // copy the keyframe vertex buffer VertexMorphKeyFrame *kf = vt->getVertexMorphKeyFrame(keyFrameIndex); VertexMorphKeyFrame *newkf = newvt->createVertexMorphKeyFrame(kf->getTime()); // This creates a ref to the buffer in the original model // so don't delete it until the export is completed. newkf->setVertexBuffer(kf->getVertexBuffer()); break; } case VAT_POSE: { /// @todo implement pose amination merge break; } case VAT_NONE: default: { break; } } } } } print("Baking: adding submesh '" + name + "' with material " + sub->getMaterialName(), V_HIGH); } // sharedvertices if ((*it)->sharedVertexData) { /// @todo merge with existing sharedVertexData if (!mp->sharedVertexData) { mp->sharedVertexData = (*it)->sharedVertexData->clone(); } if (!mBaseSkeleton.isNull()) { Mesh::BoneAssignmentIterator bit = (*it)->getBoneAssignmentIterator(); while (bit.hasMoreElements()) { VertexBoneAssignment vba = bit.getNext(); mp->addBoneAssignment(vba); } } } print("Baking: adding bounds for " + (*it)->getName(), V_HIGH); // add bounds totalBounds.merge((*it)->getBounds()); } mp->_setBounds(totalBounds); /// @todo merge submeshes with same material /// @todo add parameters mp->buildEdgeList(); print("Baking: Finished", V_HIGH); reset(); return mp; }
Airbrake::Airbrake(char* basename, int num, node_t *ndref, node_t *ndx, node_t *ndy, node_t *nda, Vector3 pos, float width, float length, float maxang, char* texname, float tx1, float ty1, float tx2, float ty2, float lift_coef) { snode=0; noderef=ndref; nodex=ndx; nodey=ndy; nodea=nda; offset=pos; maxangle=maxang; area=width*length*lift_coef; char meshname[256]; sprintf(meshname, "airbrakemesh-%s-%i", basename, num); /// Create the mesh via the MeshManager msh = MeshManager::getSingleton().createManual(meshname, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); union { float *vertices; CoVertice_t *covertices; }; /// Create submesh SubMesh* sub = msh->createSubMesh(); //materials sub->setMaterialName(texname); /// Define the vertices size_t nVertices = 4; size_t vbufCount = (2*3+2)*nVertices; vertices=(float*)malloc(vbufCount*sizeof(float)); //textures coordinates covertices[0].texcoord=Vector2(tx1, ty1); covertices[1].texcoord=Vector2(tx2, ty1); covertices[2].texcoord=Vector2(tx2, ty2); covertices[3].texcoord=Vector2(tx1, ty2); /// Define triangles /// The values in this table refer to vertices in the above table size_t ibufCount = 3*4; unsigned short *faces=(unsigned short*)malloc(ibufCount*sizeof(unsigned short)); faces[0]=0; faces[1]=1; faces[2]=2; faces[3]=0; faces[4]=2; faces[5]=3; faces[6]=0; faces[7]=2; faces[8]=1; faces[9]=0; faces[10]=3; faces[11]=2; //set coords covertices[0].vertex=Vector3(0,0,0); covertices[1].vertex=Vector3(width,0,0); covertices[2].vertex=Vector3(width,0,length); covertices[3].vertex=Vector3(0,0,length); covertices[0].normal=Vector3(0,1,0); covertices[1].normal=Vector3(0,1,0); covertices[2].normal=Vector3(0,1,0); covertices[3].normal=Vector3(0,1,0); /// Create vertex data structure for vertices shared between submeshes msh->sharedVertexData = new VertexData(); msh->sharedVertexData->vertexCount = nVertices; /// Create declaration (memory format) of vertex data VertexDeclaration* decl = msh->sharedVertexData->vertexDeclaration; size_t offset = 0; decl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); decl->addElement(0, offset, VET_FLOAT3, VES_NORMAL); offset += VertexElement::getTypeSize(VET_FLOAT3); // decl->addElement(0, offset, VET_FLOAT3, VES_DIFFUSE); // offset += VertexElement::getTypeSize(VET_FLOAT3); decl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0); offset += VertexElement::getTypeSize(VET_FLOAT2); /// Allocate vertex buffer of the requested number of vertices (vertexCount) /// and bytes per vertex (offset) HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( offset, msh->sharedVertexData->vertexCount, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE); /// Upload the vertex data to the card vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true); /// Set vertex buffer binding so buffer 0 is bound to our vertex buffer VertexBufferBinding* bind = msh->sharedVertexData->vertexBufferBinding; bind->setBinding(0, vbuf); /// Allocate index buffer of the requested number of vertices (ibufCount) HardwareIndexBufferSharedPtr faceibuf = HardwareBufferManager::getSingleton(). createIndexBuffer( HardwareIndexBuffer::IT_16BIT, ibufCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); /// Upload the index data to the card faceibuf->writeData(0, faceibuf->getSizeInBytes(), faces, true); /// Set parameters of the submesh sub->useSharedVertices = true; sub->indexData->indexBuffer = faceibuf; sub->indexData->indexCount = ibufCount; sub->indexData->indexStart = 0; /// Set bounding information (for culling) msh->_setBounds(AxisAlignedBox(-1,-1,0,1,1,0), true); //msh->_setBoundingSphereRadius(Math::Sqrt(1*1+1*1)); /// Notify Mesh object that it has been loaded msh->load(); // create the entity and scene node char entname[256]; sprintf(entname, "airbrakenode-%s-%i", basename, num); ec = gEnv->sceneManager->createEntity(entname, meshname); snode = gEnv->sceneManager->getRootSceneNode()->createChildSceneNode(); snode->attachObject(ec); updatePosition(0.0); free (vertices); free (faces); }
MeshPtr MergeMesh::bake() { log( "Baking: New Mesh started" ); MeshPtr mp = MeshManager::getSingleton(). createManual( "mergedMesh", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); mp->setSkeletonName( m_BaseSkeleton->getName() ); AxisAlignedBox totalBounds = AxisAlignedBox(); for( std::vector< Ogre::MeshPtr >::iterator it = m_Meshes.begin(); it != m_Meshes.end(); ++it ) { log( "Baking: adding submeshes for " + (*it)->getName() ); // insert all submeshes for( Ogre::ushort sid = 0; sid < (*it)->getNumSubMeshes(); ++sid ) { SubMesh* sub = (*it)->getSubMesh( sid ); const String name = findSubmeshName( (*it), sid ); // create submesh with correct name SubMesh* newsub; if( name.length() == 0 ) newsub = mp->createSubMesh( ); else /// @todo check if a submesh with this name has been created before newsub = mp->createSubMesh( name ); newsub->useSharedVertices = sub->useSharedVertices; // add index newsub->indexData = sub->indexData->clone(); // add geometry if( !newsub->useSharedVertices ) { newsub->vertexData = sub->vertexData->clone(); // build bone assignments SubMesh::BoneAssignmentIterator bit = sub->getBoneAssignmentIterator(); while (bit.hasMoreElements()) { VertexBoneAssignment vba = bit.getNext(); newsub->addBoneAssignment(vba); } } newsub->setMaterialName( sub->getMaterialName() ); log("Baking: adding submesh '" + name + "' with material " + sub->getMaterialName()); } // sharedvertices if ((*it)->sharedVertexData) { /// @todo merge with existing sharedVertexData if (!mp->sharedVertexData) { mp->sharedVertexData = (*it)->sharedVertexData->clone(); } Mesh::BoneAssignmentIterator bit = (*it)->getBoneAssignmentIterator(); while (bit.hasMoreElements()) { VertexBoneAssignment vba = bit.getNext(); mp->addBoneAssignment(vba); } } log("Baking: adding bounds for " + (*it)->getName()); // add bounds totalBounds.merge((*it)->getBounds()); } mp->_setBounds( totalBounds ); /// @todo merge submeshes with same material /// @todo add parameters mp->buildEdgeList(); log( "Baking: Finished" ); return mp; }
Ogre::MeshPtr LodOutsideMarker::createConvexHullMesh(const String& meshName, const String& resourceGroupName) { // Based on the wiki sample: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Generating+A+Mesh // Resource with given name should not exist! assert(MeshManager::getSingleton().getByName(meshName).isNull()); generateHull(); // calculate mHull triangles. // Convex hull can't be empty! assert(!mHull.empty()); MeshPtr mesh = MeshManager::getSingleton().createManual(meshName, resourceGroupName, NULL); SubMesh* subMesh = mesh->createSubMesh(); vector<Real>::type vertexBuffer; vector<unsigned short>::type indexBuffer; // 3 position/triangle * 3 Real/position vertexBuffer.reserve(mHull.size() * 9); // 3 index / triangle indexBuffer.reserve(mHull.size() * 3); int id=0; // min & max position Vector3 minBounds(std::numeric_limits<Real>::max(), std::numeric_limits<Real>::max(), std::numeric_limits<Real>::max()); Vector3 maxBounds(std::numeric_limits<Real>::min(), std::numeric_limits<Real>::min(), std::numeric_limits<Real>::min()); for (size_t i = 0; i < mHull.size(); i++) { assert(!mHull[i].removed); for(size_t n = 0; n < 3; n++){ indexBuffer.push_back(id++); vertexBuffer.push_back(mHull[i].vertex[n]->position.x); vertexBuffer.push_back(mHull[i].vertex[n]->position.y); vertexBuffer.push_back(mHull[i].vertex[n]->position.z); minBounds.x = std::min<Real>(minBounds.x, mHull[i].vertex[n]->position.x); minBounds.y = std::min<Real>(minBounds.y, mHull[i].vertex[n]->position.y); minBounds.z = std::min<Real>(minBounds.z, mHull[i].vertex[n]->position.z); maxBounds.x = std::max<Real>(maxBounds.x, mHull[i].vertex[n]->position.x); maxBounds.y = std::max<Real>(maxBounds.y, mHull[i].vertex[n]->position.y); maxBounds.z = std::max<Real>(maxBounds.z, mHull[i].vertex[n]->position.z); } } /// Create vertex data structure for 8 vertices shared between submeshes mesh->sharedVertexData = new VertexData(); mesh->sharedVertexData->vertexCount = mHull.size() * 3; /// Create declaration (memory format) of vertex data VertexDeclaration* decl = mesh->sharedVertexData->vertexDeclaration; size_t offset = 0; // 1st buffer decl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); /// Allocate vertex buffer of the requested number of vertices (vertexCount) /// and bytes per vertex (offset) HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( offset, mesh->sharedVertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); /// Upload the vertex data to the card vbuf->writeData(0, vbuf->getSizeInBytes(), &vertexBuffer[0], true); /// Set vertex buffer binding so buffer 0 is bound to our vertex buffer VertexBufferBinding* bind = mesh->sharedVertexData->vertexBufferBinding; bind->setBinding(0, vbuf); /// Allocate index buffer of the requested number of vertices (ibufCount) HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). createIndexBuffer( HardwareIndexBuffer::IT_16BIT, indexBuffer.size(), HardwareBuffer::HBU_STATIC_WRITE_ONLY); /// Upload the index data to the card ibuf->writeData(0, ibuf->getSizeInBytes(), &indexBuffer[0], true); /// Set parameters of the submesh subMesh->useSharedVertices = true; subMesh->indexData->indexBuffer = ibuf; subMesh->indexData->indexCount = indexBuffer.size(); subMesh->indexData->indexStart = 0; /// Set bounding information (for culling) mesh->_setBounds(AxisAlignedBox(minBounds, maxBounds)); mesh->_setBoundingSphereRadius(maxBounds.distance(minBounds) / 2.0f); /// Set material to transparent blue subMesh->setMaterialName("Examples/TransparentBlue50"); /// Notify -Mesh object that it has been loaded mesh->load(); return mesh; }
static MeshPtr importObject(QDataStream &stream) { using namespace Ogre; QVector4D bbMin, bbMax; stream >> bbMin >> bbMax; float distance, distanceSquared; // Here's a bug for you: writes "double"'s instead of floats stream >> distanceSquared >> distance; MeshPtr ogreMesh = MeshManager::getSingleton().createManual("conversion", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); int vertexCount, indexCount; stream >> vertexCount >> indexCount; VertexData *vertexData = new VertexData(); ogreMesh->sharedVertexData = vertexData; LogManager::getSingleton().logMessage("Reading geometry..."); VertexDeclaration* decl = vertexData->vertexDeclaration; VertexBufferBinding* bind = vertexData->vertexBufferBinding; unsigned short bufferId = 0; // Information for calculating bounds Vector3 min = Vector3::ZERO, max = Vector3::UNIT_SCALE, pos = Vector3::ZERO; Real maxSquaredRadius = -1; bool firstVertex = true; /* Create a vertex definition for our buffer */ size_t offset = 0; const VertexElement &positionElement = decl->addElement(bufferId, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); const VertexElement &normalElement = decl->addElement(bufferId, offset, VET_FLOAT3, VES_NORMAL); offset += VertexElement::getTypeSize(VET_FLOAT3); // calculate how many vertexes there actually are vertexData->vertexCount = vertexCount; // Now create the vertex buffer HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton(). createVertexBuffer(offset, vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); // Bind it bind->setBinding(bufferId, vbuf); // Lock it unsigned char *pVert = static_cast<unsigned char*>(vbuf->lock(HardwareBuffer::HBL_DISCARD)); unsigned char *pVertStart = pVert; QVector<float> positions; positions.reserve(vertexCount * 3); // Iterate over all children (vertexbuffer entries) for (int i = 0; i < vertexCount; ++i) { float *pFloat; QVector4D vertex; stream >> vertex; vertex.setZ(vertex.z() * -1); /* Copy over the position */ positionElement.baseVertexPointerToElement(pVert, &pFloat); *(pFloat++) = (float)vertex.x(); *(pFloat++) = (float)vertex.y(); *(pFloat++) = (float)vertex.z(); positions.append(vertex.x()); positions.append(vertex.y()); positions.append(vertex.z()); /* While we're at it, calculate the bounding sphere */ pos.x = vertex.x(); pos.y = vertex.y(); pos.z = vertex.z(); if (firstVertex) { min = max = pos; maxSquaredRadius = pos.squaredLength(); firstVertex = false; } else { min.makeFloor(pos); max.makeCeil(pos); maxSquaredRadius = qMax(pos.squaredLength(), maxSquaredRadius); } pVert += vbuf->getVertexSize(); } // Set bounds const AxisAlignedBox& currBox = ogreMesh->getBounds(); Real currRadius = ogreMesh->getBoundingSphereRadius(); if (currBox.isNull()) { //do not pad the bounding box ogreMesh->_setBounds(AxisAlignedBox(min, max), false); ogreMesh->_setBoundingSphereRadius(Math::Sqrt(maxSquaredRadius)); } else { AxisAlignedBox newBox(min, max); newBox.merge(currBox); //do not pad the bounding box ogreMesh->_setBounds(newBox, false); ogreMesh->_setBoundingSphereRadius(qMax(Math::Sqrt(maxSquaredRadius), currRadius)); } /* Create faces */ // All children should be submeshes SubMesh* sm = ogreMesh->createSubMesh(); sm->setMaterialName("clippingMaterial"); sm->operationType = RenderOperation::OT_TRIANGLE_LIST; sm->useSharedVertices = true; // tri list sm->indexData->indexCount = indexCount; // Allocate space HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). createIndexBuffer( HardwareIndexBuffer::IT_16BIT, sm->indexData->indexCount, HardwareBuffer::HBU_DYNAMIC, false); sm->indexData->indexBuffer = ibuf; unsigned short *pShort = static_cast<unsigned short*>(ibuf->lock(HardwareBuffer::HBL_DISCARD)); QVector<EdgeData::Triangle> triangles(indexCount / 3); for (int i = 0; i < indexCount / 3; ++i) { quint16 i1, i2, i3; stream >> i1 >> i2 >> i3; *pShort++ = i1; *pShort++ = i2; *pShort++ = i3; triangles[i].vertIndex[0] = i1; triangles[i].vertIndex[1] = i2; triangles[i].vertIndex[2] = i3; } /* Recalculate the vertex normals */ Vector4 *faceNormals = (Vector4*)_aligned_malloc(sizeof(Vector4) * triangles.size(), 16); OptimisedUtil *util = OptimisedUtil::getImplementation(); util->calculateFaceNormals(positions.constData(), triangles.data(), faceNormals, indexCount / 3); // Iterate over all children (vertexbuffer entries) pVert = pVertStart; for (int i = 0; i < vertexCount; ++i) { float *pFloat; Vector3 normal = Vector3::ZERO; int count = 0; /* Search for all faces that use this vertex */ for (int j = 0; j < triangles.size(); ++j) { if (triangles[j].vertIndex[0] == i || triangles[j].vertIndex[1] == i || triangles[j].vertIndex[2] == i) { normal.x += faceNormals[j].x / faceNormals[j].w; normal.y += faceNormals[j].y / faceNormals[j].w; normal.z += faceNormals[j].z / faceNormals[j].w; count++; } } normal.normalise(); /* Copy over the position */ normalElement.baseVertexPointerToElement(pVert, &pFloat); *(pFloat++) = normal.x; *(pFloat++) = normal.y; *(pFloat++) = normal.z; pVert += vbuf->getVertexSize(); } _aligned_free(faceNormals); vbuf->unlock(); ibuf->unlock(); return ogreMesh; }
// Convert Nif::NiTriShape to Ogre::SubMesh, attached to the given // mesh. static void createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material) { NiTriShapeData *data = shape->data.getPtr(); SubMesh *sub = mesh->createSubMesh(shape->name.toString()); int nextBuf = 0; // This function is just one long stream of Ogre-barf, but it works // great. // Add vertices int numVerts = data->vertices.length / 3; sub->vertexData = new VertexData(); sub->vertexData->vertexCount = numVerts; sub->useSharedVertices = false; VertexDeclaration *decl = sub->vertexData->vertexDeclaration; decl->addElement(nextBuf, 0, VET_FLOAT3, VES_POSITION); HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_FLOAT3), numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); vbuf->writeData(0, vbuf->getSizeInBytes(), data->vertices.ptr, true); VertexBufferBinding* bind = sub->vertexData->vertexBufferBinding; bind->setBinding(nextBuf++, vbuf); // Vertex normals if(data->normals.length) { decl->addElement(nextBuf, 0, VET_FLOAT3, VES_NORMAL); vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_FLOAT3), numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); vbuf->writeData(0, vbuf->getSizeInBytes(), data->normals.ptr, true); bind->setBinding(nextBuf++, vbuf); } // Vertex colors if(data->colors.length) { const float *colors = data->colors.ptr; RenderSystem* rs = Root::getSingleton().getRenderSystem(); std::vector<RGBA> colorsRGB(numVerts); RGBA *pColour = &colorsRGB.front(); for(int i=0; i<numVerts; i++) { rs->convertColourValue(ColourValue(colors[0],colors[1],colors[2], colors[3]),pColour++); colors += 4; } decl->addElement(nextBuf, 0, VET_COLOUR, VES_DIFFUSE); vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_COLOUR), numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB.front(), true); bind->setBinding(nextBuf++, vbuf); } // Texture UV coordinates if(data->uvlist.length) { decl->addElement(nextBuf, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES); vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_FLOAT2), numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); vbuf->writeData(0, vbuf->getSizeInBytes(), data->uvlist.ptr, true); bind->setBinding(nextBuf++, vbuf); } // Triangle faces int numFaces = data->triangles.length; if(numFaces) { HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). createIndexBuffer(HardwareIndexBuffer::IT_16BIT, numFaces, HardwareBuffer::HBU_STATIC_WRITE_ONLY); ibuf->writeData(0, ibuf->getSizeInBytes(), data->triangles.ptr, true); sub->indexData->indexBuffer = ibuf; sub->indexData->indexCount = numFaces; sub->indexData->indexStart = 0; } // Set material if one was given if(!material.empty()) sub->setMaterialName(material); /* Old commented D code. Might be useful when reimplementing animation. // Assign this submesh to the given bone VertexBoneAssignment v; v.boneIndex = ((Bone*)bone)->getHandle(); v.weight = 1.0; std::cerr << "+ Assigning bone index " << v.boneIndex << "\n"; for(int i=0; i < numVerts; i++) { v.vertexIndex = i; sub->addBoneAssignment(v); } */ }
// Convert Nif::NiTriShape to Ogre::SubMesh, attached to the given // mesh. void NIFLoader::createOgreSubMesh(NiTriShape *shape, const String &material, std::list<VertexBoneAssignment> &vertexBoneAssignments) { // cout << "s:" << shape << "\n"; NiTriShapeData *data = shape->data.getPtr(); SubMesh *sub = mesh->createSubMesh(shape->name.toString()); int nextBuf = 0; // This function is just one long stream of Ogre-barf, but it works // great. // Add vertices int numVerts = data->vertices.length / 3; sub->vertexData = new VertexData(); sub->vertexData->vertexCount = numVerts; sub->useSharedVertices = false; VertexDeclaration *decl = sub->vertexData->vertexDeclaration; decl->addElement(nextBuf, 0, VET_FLOAT3, VES_POSITION); HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_FLOAT3), numVerts, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, false); if(flip) { float *datamod = new float[data->vertices.length]; //std::cout << "Shape" << shape->name.toString() << "\n"; for(int i = 0; i < numVerts; i++) { int index = i * 3; const float *pos = data->vertices.ptr + index; Ogre::Vector3 original = Ogre::Vector3(*pos ,*(pos+1), *(pos+2)); original = mTransform * original; mBoundingBox.merge(original); datamod[index] = original.x; datamod[index+1] = original.y; datamod[index+2] = original.z; } vbuf->writeData(0, vbuf->getSizeInBytes(), datamod, false); delete [] datamod; } else { vbuf->writeData(0, vbuf->getSizeInBytes(), data->vertices.ptr, false); } VertexBufferBinding* bind = sub->vertexData->vertexBufferBinding; bind->setBinding(nextBuf++, vbuf); if (data->normals.length) { decl->addElement(nextBuf, 0, VET_FLOAT3, VES_NORMAL); vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_FLOAT3), numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); if(flip) { Quaternion rotation = mTransform.extractQuaternion(); rotation.normalise(); float *datamod = new float[data->normals.length]; for(int i = 0; i < numVerts; i++) { int index = i * 3; const float *pos = data->normals.ptr + index; Ogre::Vector3 original = Ogre::Vector3(*pos ,*(pos+1), *(pos+2)); original = rotation * original; if (mNormaliseNormals) { original.normalise(); } datamod[index] = original.x; datamod[index+1] = original.y; datamod[index+2] = original.z; } vbuf->writeData(0, vbuf->getSizeInBytes(), datamod, false); delete [] datamod; } else { vbuf->writeData(0, vbuf->getSizeInBytes(), data->normals.ptr, false); } bind->setBinding(nextBuf++, vbuf); } // Vertex colors if (data->colors.length) { const float *colors = data->colors.ptr; RenderSystem* rs = Root::getSingleton().getRenderSystem(); std::vector<RGBA> colorsRGB(numVerts); RGBA *pColour = &colorsRGB.front(); for (int i=0; i<numVerts; i++) { rs->convertColourValue(ColourValue(colors[0],colors[1],colors[2], colors[3]),pColour++); colors += 4; } decl->addElement(nextBuf, 0, VET_COLOUR, VES_DIFFUSE); vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_COLOUR), numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB.front(), true); bind->setBinding(nextBuf++, vbuf); } if (data->uvlist.length) { decl->addElement(nextBuf, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES); vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_FLOAT2), numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY,false); if(flip) { float *datamod = new float[data->uvlist.length]; for(unsigned int i = 0; i < data->uvlist.length; i+=2){ float x = *(data->uvlist.ptr + i); float y = *(data->uvlist.ptr + i + 1); datamod[i] =x; datamod[i + 1] =y; } vbuf->writeData(0, vbuf->getSizeInBytes(), datamod, false); delete [] datamod; } else vbuf->writeData(0, vbuf->getSizeInBytes(), data->uvlist.ptr, false); bind->setBinding(nextBuf++, vbuf); } // Triangle faces - The total number of triangle points int numFaces = data->triangles.length; if (numFaces) { sub->indexData->indexCount = numFaces; sub->indexData->indexStart = 0; HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). createIndexBuffer(HardwareIndexBuffer::IT_16BIT, numFaces, HardwareBuffer::HBU_STATIC_WRITE_ONLY, true); if(flip && mFlipVertexWinding && sub->indexData->indexCount % 3 == 0){ sub->indexData->indexBuffer = ibuf; uint16 *datamod = new uint16[numFaces]; int index = 0; for (size_t i = 0; i < sub->indexData->indexCount; i+=3) { const short *pos = data->triangles.ptr + index; uint16 i0 = (uint16) *(pos+0); uint16 i1 = (uint16) *(pos+1); uint16 i2 = (uint16) *(pos+2); //std::cout << "i0: " << i0 << "i1: " << i1 << "i2: " << i2 << "\n"; datamod[index] = i2; datamod[index+1] = i1; datamod[index+2] = i0; index += 3; } ibuf->writeData(0, ibuf->getSizeInBytes(), datamod, false); delete [] datamod; } else ibuf->writeData(0, ibuf->getSizeInBytes(), data->triangles.ptr, false); sub->indexData->indexBuffer = ibuf; } // Set material if one was given if (!material.empty()) sub->setMaterialName(material); //add vertex bone assignments for (std::list<VertexBoneAssignment>::iterator it = vertexBoneAssignments.begin(); it != vertexBoneAssignments.end(); it++) { sub->addBoneAssignment(*it); } if(mSkel.isNull()) needBoneAssignments.push_back(sub); }