Ogre::MeshPtr STLLoader::toMesh(const std::string& name) { Ogre::ManualObject* object = new Ogre::ManualObject( "the one and only" ); object->begin( "BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST ); unsigned int vertexCount = 0; V_Triangle::const_iterator it = triangles_.begin(); V_Triangle::const_iterator end = triangles_.end(); for (; it != end; ++it ) { if( vertexCount >= 2004 ) { // Subdivide large meshes into submeshes with at most 2004 // vertices to prevent problems on some graphics cards. object->end(); object->begin( "BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST ); vertexCount = 0; } const STLLoader::Triangle& tri = *it; float u, v; u = v = 0.0f; object->position( tri.vertices_[0] ); object->normal( tri.normal_); calculateUV( tri.vertices_[0], u, v ); object->textureCoord( u, v ); object->position( tri.vertices_[1] ); object->normal( tri.normal_); calculateUV( tri.vertices_[1], u, v ); object->textureCoord( u, v ); object->position( tri.vertices_[2] ); object->normal( tri.normal_); calculateUV( tri.vertices_[2], u, v ); object->textureCoord( u, v ); object->triangle( vertexCount + 0, vertexCount + 1, vertexCount + 2 ); vertexCount += 3; } object->end(); Ogre::MeshPtr mesh = object->convertToMesh( name, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); mesh->buildEdgeList(); delete object; return mesh; }
void RenderSystem::RenderPoint3DSet(std::string psName, std::string psMaterialName, const MagicDGP::Point3DSet* pPS) { Ogre::ManualObject* pMObj = NULL; if (mpSceneMgr->hasManualObject(psName)) { pMObj = mpSceneMgr->getManualObject(psName); pMObj->clear(); } else { pMObj = mpSceneMgr->createManualObject(psName); if (mpSceneMgr->hasSceneNode("ModelNode")) { mpSceneMgr->getSceneNode("ModelNode")->attachObject(pMObj); } else { mpSceneMgr->getRootSceneNode()->createChildSceneNode("ModelNode")->attachObject(pMObj); } } if (pPS->HasNormal()) { int pointNum = pPS->GetPointNumber(); pMObj->begin(psMaterialName, Ogre::RenderOperation::OT_POINT_LIST); for (int i = 0; i < pointNum; i++) { const MagicDGP::Point3D* pPoint = pPS->GetPoint(i); if (pPoint->IsValid() == false) { continue; } MagicMath::Vector3 pos = pPoint->GetPosition(); MagicMath::Vector3 nor = pPoint->GetNormal(); MagicMath::Vector3 color = pPoint->GetColor(); pMObj->position(pos[0], pos[1], pos[2]); pMObj->normal(nor[0], nor[1], nor[2]); pMObj->colour(color[0], color[1], color[2]); } pMObj->end(); } else { int pointNum = pPS->GetPointNumber(); pMObj->begin(psMaterialName, Ogre::RenderOperation::OT_POINT_LIST); for (int i = 0; i < pointNum; i++) { const MagicDGP::Point3D* pPoint = pPS->GetPoint(i); if (pPoint->IsValid() == false) { continue; } MagicMath::Vector3 pos = pPoint->GetPosition(); MagicMath::Vector3 color = pPoint->GetColor(); pMObj->position(pos[0], pos[1], pos[2]); pMObj->colour(color[0], color[1], color[2]); } pMObj->end(); } }
void ParticleFactory::CreateExplosionParticleGeometry(Ogre::String object_name, int num_particles){ /* Retrieve scene manager and root scene node */ //Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager"); Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode(); /* Create the 3D object */ Ogre::ManualObject* object = NULL; object = scene_manager->createManualObject(object_name); object->setDynamic(false); /* Create point list for the object */ object->begin("", Ogre::RenderOperation::OT_POINT_LIST); /* Initialize random numbers */ std::srand(std::time(0)); /* Create a set of points which will be the particles */ /* This is similar to drawing a sphere: we will sample points on a sphere, but will allow them to also deviate a bit from the sphere along the normal (change of radius) */ float trad = 0.04; // Defines the starting point of the particles float maxspray = 0.01; // This is how much we allow the points to deviate from the sphere float u, v, w, theta, phi, spray; // Work variables for (int i = 0; i < num_particles; i++){ // Randomly select three numbers to define a point in spherical coordinates u = ((double) rand() / (RAND_MAX)); v = ((double) rand() / (RAND_MAX)); w = ((double) rand() / (RAND_MAX)); // Use u to define the angle theta along one direction of a sphere theta = u * 2.0 * 3.1416; // Use v to define the angle phi along the other direction of the sphere phi = acos(2.0*v - 1.0); // Use we to define how much we can deviate from the surface of the sphere (change of radius) spray = maxspray*pow((float) w, (float) (1.0/3.0)); // Cubic root of w // Define the normal and point based on theta, phi and the spray Ogre::Vector3 normal = Ogre::Vector3(spray*cos(theta)*sin(phi), spray*sin(theta)*sin(phi), spray*cos(phi)); object->position(normal.x*trad, normal.y*trad, normal.z*trad); object->normal(normal); object->colour(Ogre::ColourValue(i/(float) num_particles, 0.0, 1.0 - (i/(float) num_particles))); // We can use the color for debug, if needed } /* We finished the object */ object->end(); /* Convert triangle list to a mesh */ object->convertToMesh(object_name); }
void addQuad( const std::vector<Ogre::Vector3>& i_clockwiseQuad, const Ogre::Vector3& i_normal, size_t i_nRows, size_t i_nCols, const Ogre::String& i_material, Ogre::ManualObject& io_object) { assert(i_clockwiseQuad.size() == 4); assert(i_nRows != 0 && i_nCols != 0); const std::vector<Ogre::Vector3>& box = i_clockwiseQuad; const Ogre::Vector3& n = i_normal; float ratioCol = 1.f / (float)(i_nCols); float ratioRow = 1.f / (float)(i_nRows); Ogre::Vector3 stepCol = (box[1] - box[0]) * ratioCol; Ogre::Vector3 stepRow = (box[3] - box[0]) * ratioRow; std::vector<Ogre::Vector3> cur(4); for (size_t r = 0; r < i_nRows; ++r) { io_object.begin(i_material, Ogre::RenderOperation::OT_TRIANGLE_LIST); for (size_t c = 0; c < i_nCols; ++c) { cur[0] = box[0] + stepRow * (float)r + stepCol * (float)c; cur[1] = box[0] + stepRow * (float)r + stepCol * (float)(c+1); cur[2] = box[0] + stepRow * (float)(r+1) + stepCol * (float)(c+1); cur[3] = box[0] + stepRow * (float)(r+1) + stepCol * (float)(c); io_object.position(cur[0].x, cur[0].y, cur[0].z); io_object.normal(n.x, n.y, n.z); io_object.textureCoord(ratioRow*(float)r, ratioCol*(float)c); io_object.position(cur[3].x, cur[3].y, cur[3].z); io_object.normal(n.x, n.y, n.z); io_object.textureCoord(ratioRow*(float)(r+1), ratioCol*(float)c); io_object.position(cur[1].x, cur[1].y, cur[1].z); io_object.normal(n.x, n.y, n.z); io_object.textureCoord(ratioRow*(float)r, ratioCol*(float)(c+1)); io_object.position(cur[1].x, cur[1].y, cur[1].z); io_object.normal(n.x, n.y, n.z); io_object.textureCoord(ratioRow*(float)r, ratioCol*(float)(c + 1)); io_object.position(cur[3].x, cur[3].y, cur[3].z); io_object.normal(n.x, n.y, n.z); io_object.textureCoord(ratioRow*(float)(r + 1), ratioCol*(float)c); io_object.position(cur[2].x, cur[2].y, cur[2].z); io_object.normal(n.x, n.y, n.z); io_object.textureCoord(ratioRow*(float)(r+1), ratioCol*(float)(c + 1)); } io_object.end(); } }
//------------------------------------------------------------------------------------- Ogre::ManualObject* const DigitalForensicsVisualisation::rectangle(std::string matName) { char* name = (char*) malloc (32); sprintf(name, "rect%d", app.rectCount++); Ogre::ManualObject* rect = mSceneMgr->createManualObject(name); rect->begin(matName, Ogre::RenderOperation::OT_TRIANGLE_LIST); rect->position(100,100.1,0); rect->textureCoord(1,0); rect->normal(50,500,50); rect->position(0,100.1,100); rect->textureCoord(0,1); rect->normal(50,500,50); rect->position(0,100.1,0); rect->textureCoord(0,0); rect->normal(50,500,50); rect->position(100,100.1,100); rect->textureCoord(1,1); rect->normal(50,500,50); rect->triangle(2,1,0); rect->triangle(1,3,0); rect->end(); free(name); return rect; }
void RenderSystem::RenderMesh3D(std::string meshName, std::string materialName, const MagicDGP::Mesh3D* pMesh) { InfoLog << "RenderSystem::RenderMesh3D" << std::endl; Ogre::ManualObject* pMObj = NULL; if (mpSceneMgr->hasManualObject(meshName)) { pMObj = mpSceneMgr->getManualObject(meshName); pMObj->clear(); } else { pMObj = mpSceneMgr->createManualObject(meshName); if (mpSceneMgr->hasSceneNode("ModelNode")) { mpSceneMgr->getSceneNode("ModelNode")->attachObject(pMObj); } else { mpSceneMgr->getRootSceneNode()->createChildSceneNode("ModelNode")->attachObject(pMObj); } } pMObj->begin(materialName, Ogre::RenderOperation::OT_TRIANGLE_LIST); int vertNum = pMesh->GetVertexNumber(); for (int i = 0; i < vertNum; i++) { const MagicDGP::Vertex3D* pVert = pMesh->GetVertex(i); MagicMath::Vector3 pos = pVert->GetPosition(); MagicMath::Vector3 nor = pVert->GetNormal(); MagicMath::Vector3 color = pVert->GetColor(); pMObj->position(pos[0], pos[1], pos[2]); pMObj->normal(nor[0], nor[1], nor[2]); pMObj->colour(color[0], color[1], color[2]); } int faceNum = pMesh->GetFaceNumber(); for (int i = 0; i < faceNum; i++) { if (pMesh->GetFace(i)->IsValid()) { const MagicDGP::Edge3D* pEdge = pMesh->GetFace(i)->GetEdge(); pMObj->triangle(pEdge->GetVertex()->GetId(), pEdge->GetNext()->GetVertex()->GetId(), pEdge->GetPre()->GetVertex()->GetId()); } } pMObj->end(); }
void RenderSystem::RenderLightMesh3DWithTexture(std::string meshName, std::string materialName, const MagicDGP::LightMesh3D* pMesh) { InfoLog << "RenderSystem::RenderMesh3D" << std::endl; Ogre::ManualObject* pMObj = NULL; if (mpSceneMgr->hasManualObject(meshName)) { pMObj = mpSceneMgr->getManualObject(meshName); pMObj->clear(); } else { pMObj = mpSceneMgr->createManualObject(meshName); if (mpSceneMgr->hasSceneNode("ModelNode")) { mpSceneMgr->getSceneNode("ModelNode")->attachObject(pMObj); } else { mpSceneMgr->getRootSceneNode()->createChildSceneNode("ModelNode")->attachObject(pMObj); } } pMObj->begin(materialName, Ogre::RenderOperation::OT_TRIANGLE_LIST); int vertNum = pMesh->GetVertexNumber(); for (int i = 0; i < vertNum; i++) { const MagicDGP::Vertex3D* pVert = pMesh->GetVertex(i); MagicMath::Vector3 pos = pVert->GetPosition(); MagicMath::Vector3 nor = pVert->GetNormal(); MagicMath::Vector3 texCord = pVert->GetTexCord(); pMObj->position(pos[0], pos[1], pos[2]); pMObj->normal(nor[0], nor[1], nor[2]); pMObj->textureCoord(texCord[0], texCord[1]); } int faceNum = pMesh->GetFaceNumber(); for (int i = 0; i < faceNum; i++) { MagicDGP::FaceIndex faceIdx = pMesh->GetFace(i); pMObj->triangle(faceIdx.mIndex[0], faceIdx.mIndex[1], faceIdx.mIndex[2]); } pMObj->end(); }
/*** Creates a chunk at (chunk_x,chunk_y,chunk_z) in chunk coordinates. Allocations: - pos: position of chunk in real coordinates - sn: chunk's scenenode - mo: chunk's mesh (manualobject) - vertices: memoization of mesh's vertices - trimesh: holds triangle data for bullet - tms: collision shape using trimesh - ms: motion state - rb: chunk's rigidbody ***/ void ChunkManager::createChunk(int chunk_x, int chunk_y, int chunk_z) { if (hasChunkAtChunkCoords(chunk_x, chunk_y, chunk_z)) { // Don't do anything if we already have a chunk there. return; } mName = new Ogre::String("Chunk_"+Ogre::StringConverter::toString(chunk_x)+"_"+Ogre::StringConverter::toString(chunk_y)+"_"+Ogre::StringConverter::toString(chunk_z)); Ogre::Vector3 pos = chunkToRealCoords(chunk_x,chunk_y,chunk_z); Ogre::SceneNode* sn = mGame->createSceneNode(pos); clock_t t; Game::log(TAG, "Creating chunk..."); t = clock(); Landscape* landscape = mGame->getLandscape(); Ogre::ManualObject* mo = new Ogre::ManualObject("ChunkManualObject" + *mName); /*** The following code is to memoize the mesh creation process. I don't know if it will make things faster (most likely will), but I'll keep it here for now to test later in case the speed of this function is slow.***/ Ogre::Vector3** vertices = new Ogre::Vector3* [(SIZES::CHUNK_SIZE+2)*(SIZES::CHUNK_SIZE+2)]; // + 2 to account for the edge vertices for (int i = 0; i < (SIZES::CHUNK_SIZE+2)*(SIZES::CHUNK_SIZE+2); i++) { vertices[i] = NULL; } // Create the meshes //mo->begin("Astral/Grass"); mo->begin("Examples/GrassFloor"); for (int x = 0; x < SIZES::CHUNK_SIZE; x++) { for (int z = 0; z < SIZES::CHUNK_SIZE; z++) { // vx, vy, vz define the next vertex we want to add to the manualobject. int vx = x + pos.x; int vz = z + pos.z; Ogre::Vector3 v = *getVector(vx,vz,landscape,vertices); // add the vertex mo->position(v); // now we need to find the faces this vertex touches Ogre::Vector3 ll = *getVector(vx-1,vz-1,landscape,vertices); Ogre::Vector3 lm = *getVector(vx,vz-1,landscape,vertices); Ogre::Vector3 lr = *getVector(vx+1,vz-1,landscape,vertices); Ogre::Vector3 ml = *getVector(vx-1,vz,landscape,vertices); Ogre::Vector3 mr = *getVector(vx+1,vz,landscape,vertices); Ogre::Vector3 ul = *getVector(vx-1,vz+1,landscape,vertices); Ogre::Vector3 um = *getVector(vx,vz+1,landscape,vertices); Ogre::Vector3 ur = *getVector(vx+1,vz+1,landscape,vertices); Ogre::Vector3 normal = Ogre::Vector3(0,0,0); normal += (v - ll).crossProduct(lm - ll).normalisedCopy(); normal += (ml - ll).crossProduct(v - ll).normalisedCopy(); normal += (um - ml).crossProduct(v - ml).normalisedCopy(); normal += (ul - ml).crossProduct(um - ml).normalisedCopy(); normal += (um - v).crossProduct(ur - v).normalisedCopy(); normal += (ur - v).crossProduct(mr - v).normalisedCopy(); normal += (v - lm).crossProduct(mr - lm).normalisedCopy(); normal += (mr - lm).crossProduct(lr - lm).normalisedCopy(); mo->normal(normal.normalisedCopy()); mo->textureCoord((float)x/(float)SIZES::CHUNK_TEXTURE_TILE,(float)z/(float)SIZES::CHUNK_TEXTURE_TILE); } } Game::log(TAG, "Vertices created"); btTriangleMesh* trimesh = new btTriangleMesh(); for (int x = 0; x < SIZES::CHUNK_SIZE - 1; x++) { for (int z = 0; z < SIZES::CHUNK_SIZE - 1; z++) { mo->triangle((x * SIZES::CHUNK_SIZE) + z + 1, ((x + 1) * SIZES::CHUNK_SIZE) + z, (x * SIZES::CHUNK_SIZE) + z); mo->triangle((x * SIZES::CHUNK_SIZE) + z + 1, ((x + 1) * SIZES::CHUNK_SIZE) + z + 1, ((x + 1) * SIZES::CHUNK_SIZE) + z); Ogre::Vector3* a = vertices[(x+1)*(SIZES::CHUNK_SIZE+2)+z+2]; Ogre::Vector3* b = vertices[(x+2)*(SIZES::CHUNK_SIZE+2)+z+1]; Ogre::Vector3* c = vertices[(x+1)*(SIZES::CHUNK_SIZE+2)+z+1]; Ogre::Vector3* d = vertices[(x+2)*(SIZES::CHUNK_SIZE+2)+z+2]; trimesh->addTriangle(btVector3(a->x,a->y,a->z), btVector3(b->x,b->y,b->z), btVector3(c->x,c->y,c->z)); trimesh->addTriangle(btVector3(a->x,a->y,a->z), btVector3(d->x,d->y,d->z), btVector3(b->x,b->y,b->z)); } } mo->end(); sn->attachObject(mo); Game::log(TAG, "mo attached"); btBvhTriangleMeshShape* tms = new btBvhTriangleMeshShape(trimesh, true); //useQuantizedAabbCompression // btShapeHull* hull = new btShapeHull(tms); // btScalar margin = tms->getMargin(); // hull->buildHull(margin); // btConvexHullShape* chs = new btConvexHullShape((btScalar*)hull->getVertexPointer(), hull->numVertices()); // I give it this motionstate and not an Ogre one because chunks shouldn't move anyways btDefaultMotionState* ms = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(pos.x,pos.y,pos.z))); btRigidBody::btRigidBodyConstructionInfo info(0,ms,tms); btRigidBody* rb = new btRigidBody(info); Game::log(TAG, "rb created"); mGame->addRigidBody(rb); Game::log(TAG, "rb added"); // Clean up for (int i = 0; i < (SIZES::CHUNK_SIZE+2)*(SIZES::CHUNK_SIZE+2); i++) { delete vertices[i]; } delete [] vertices; // Time stats t = clock() - t; Game::log(TAG, "Done creating chunk mesh."); Game::log(TAG, "Mesh created in "+Ogre::StringConverter::toString((long)t)+" ticks."); mChunks[chunk_x][chunk_y][chunk_z] = new Chunk(sn, mo, trimesh, tms, ms, rb); }
//Copied from BetaCairo demo : http://www.ogre3d.org/forums/viewtopic.php?t=26987 (created by betajaen) Ogre::ManualObject* OgreAppLogic::createCubeMesh(const std::string& name, const std::string& matName) { Ogre::ManualObject* cube = new Ogre::ManualObject(name); cube->begin(matName); cube->position(0.500000,-0.500000,1.000000); cube->normal(0.408248f,-0.816497f,0.408248f); cube->textureCoord(1,0); cube->position(-0.500000,-0.500000,0.000000); cube->normal(-0.408248f,-0.816497f,-0.408248f); cube->textureCoord(0,1); cube->position(0.500000,-0.500000,0.000000); cube->normal(0.666667f,-0.333333f,-0.666667f); cube->textureCoord(1,1); cube->position(-0.500000,-0.500000,1.000000); cube->normal(-0.666667f,-0.333333f,0.666667f); cube->textureCoord(0,0); cube->position(0.500000,0.500000,1.000000); cube->normal(0.666667f,0.333333f,0.666667f); cube->textureCoord(1,0); cube->position(-0.500000,-0.500000,1.000000); cube->normal(-0.666667f,-0.333333f,0.666667f); cube->textureCoord(0,1); cube->position(0.500000,-0.500000,1.000000); cube->normal(0.408248f,-0.816497f,0.408248f); cube->textureCoord(1,1); cube->position(-0.500000,0.500000,1.000000); cube->normal(-0.408248f,0.816497f,0.408248f); cube->textureCoord(0,0); cube->position(-0.500000,0.500000,0.000000); cube->normal(-0.666667f,0.333333f,-0.666667f); cube->textureCoord(0,1); cube->position(-0.500000,-0.500000,0.000000); cube->normal(-0.408248f,-0.816497f,-0.408248f); cube->textureCoord(1,1); cube->position(-0.500000,-0.500000,1.000000); cube->normal(-0.666667f,-0.333333f,0.666667f); cube->textureCoord(1,0); cube->position(0.500000,-0.500000,0.000000); cube->normal(0.666667f,-0.333333f,-0.666667f); cube->textureCoord(0,1); cube->position(0.500000,0.500000,0.000000); cube->normal(0.408248f,0.816497f,-0.408248f); cube->textureCoord(1,1); cube->position(0.500000,-0.500000,1.000000); cube->normal(0.408248f,-0.816497f,0.408248f); cube->textureCoord(0,0); cube->position(0.500000,-0.500000,0.000000); cube->normal(0.666667f,-0.333333f,-0.666667f); cube->textureCoord(1,0); cube->position(-0.500000,-0.500000,0.000000); cube->normal(-0.408248f,-0.816497f,-0.408248f); cube->textureCoord(0,0); cube->position(-0.500000,0.500000,1.000000); cube->normal(-0.408248f,0.816497f,0.408248f); cube->textureCoord(1,0); cube->position(0.500000,0.500000,0.000000); cube->normal(0.408248f,0.816497f,-0.408248f); cube->textureCoord(0,1); cube->position(-0.500000,0.500000,0.000000); cube->normal(-0.666667f,0.333333f,-0.666667f); cube->textureCoord(1,1); cube->position(0.500000,0.500000,1.000000); cube->normal(0.666667f,0.333333f,0.666667f); 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; }
void CubeWorld::createChunkWFaces (const int StartX, const int StartY, const int StartZ) { Ogre::ManualObject* MeshChunk = new Ogre::ManualObject("MeshManChunk" + Ogre::StringConverter::toString(m_ChunkID)); MeshChunk->begin("TerrainImage"); int iVertex = 0; block_t Block; block_t Block1; float V1, V2; for (int z = StartZ; z < CHUNK_SIZE + StartZ; ++z) { for (int y = StartY; y < CHUNK_SIZE + StartY; ++y) { for (int x = StartX; x < CHUNK_SIZE + StartX; ++x) { Block = GetBlock(x,y,z); if (Block == 0) continue; //x-1 Block1 = 0; if (x > StartX) Block1 = GetBlock(x-1,y,z); //Compute the block's texture coordinates V1 = 0.25f * (float)(Block - 1); V2 = V1 + 0.25f; if (Block1 == 0) { MeshChunk->position(x, y, z+1); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(0, V2); MeshChunk->position(x, y+1, z+1); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(1, V2); MeshChunk->position(x, y+1, z); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(1, V1); MeshChunk->position(x, y, z); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(0, V1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //x+1 Block1 = 0; if (x < StartX + CHUNK_SIZE - 1) Block1 = GetBlock(x+1,y,z); if (Block1 == 0) { MeshChunk->position(x+1, y, z); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(0, V2); MeshChunk->position(x+1, y+1, z); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(1, V2); MeshChunk->position(x+1, y+1, z+1); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(1, V1); MeshChunk->position(x+1, y, z+1); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(0, V1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //y-1 Block1 = 0; if (y > StartY) Block1 = GetBlock(x,y-1,z); if (Block1 == 0) { MeshChunk->position(x, y, z); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(0, V2); MeshChunk->position(x+1, y, z); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(1, V2); MeshChunk->position(x+1, y, z+1); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(1, V1); MeshChunk->position(x, y, z+1); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(0, V1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //y+1 Block1 = 0; if (y < StartY + CHUNK_SIZE - 1) Block1 = GetBlock(x,y+1,z); if (Block1 == 0) { MeshChunk->position(x, y+1, z+1); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(0, V2); MeshChunk->position(x+1, y+1, z+1); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(1, V2); MeshChunk->position(x+1, y+1, z); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(1, V1); MeshChunk->position(x, y+1, z); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(0, V1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //z-1 Block1 = 0; if (z > StartZ) Block1 = GetBlock(x,y,z-1); if (Block1 == 0) { MeshChunk->position(x, y+1, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(0, V2); MeshChunk->position(x+1, y+1, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(1, V2); MeshChunk->position(x+1, y, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(1, V1); MeshChunk->position(x, y, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(0, V1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //z+1 Block1 = 0; if (z < StartZ + CHUNK_SIZE - 1) Block1 = GetBlock(x,y,z+1); if (Block1 == 0) { MeshChunk->position(x, y, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(0, V2); MeshChunk->position(x+1, y, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(1, V2); MeshChunk->position(x+1, y+1, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(1, V1); MeshChunk->position(x, y+1, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(0, V1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } } } } MeshChunk->end(); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(MeshChunk); ++m_ChunkID; }
//------------------------------------------------------------------------------------- Ogre::ManualObject* const DigitalForensicsVisualisation::pyramid(ColorMap cm) { Ogre::ColourValue cv; cv.r = cm.r; cv.g = cm.g; cv.b = cm.b; cv.a = 0.65; char* name = (char*) malloc (32); sprintf(name, "pyramid%d", app.pyramidCount++); Ogre::ManualObject* pyramid = mSceneMgr->createManualObject(name); pyramid->begin("MyMaterial1", Ogre::RenderOperation::OT_TRIANGLE_LIST); Ogre::Vector3 normal; pyramid->position(0,0,0); // 0 pyramid->colour(cv); normal.x = normal.y = normal.z = -50; normal.normalise(); pyramid->normal(normal); pyramid->position(100,0,0); // 1 pyramid->colour(cv); normal.x = 50; normal.y = normal.z = -50; normal.normalise(); pyramid->normal(normal); pyramid->position(50,0,100); // 2 pyramid->colour(cv); normal.x = 0; normal.y = -50; normal.z = 50; normal.normalise(); pyramid->normal(normal); pyramid->position(0,100,0); // 3 pyramid->colour(cv); normal.x = normal.z = -50; normal.y = 50; normal.normalise(); pyramid->normal(normal); pyramid->position(100,100,0); // 4 pyramid->colour(cv); normal.x = normal.y = 50; normal.z = -50; normal.normalise(); pyramid->normal(normal); pyramid->position(50,100,100); // 5 pyramid->colour(cv); normal.x = 0; normal.y = normal.z = 50; normal.normalise(); pyramid->normal(normal); pyramid->triangle(0,1,2); pyramid->triangle(5,4,3); pyramid->triangle(3,1,0); pyramid->triangle(1,3,4); pyramid->triangle(0,2,3); pyramid->triangle(5,3,2); pyramid->triangle(4,2,1); pyramid->triangle(2,4,5); pyramid->end(); free (name); return pyramid; }
//------------------------------------------------------------------------------------- Ogre::ManualObject* const DigitalForensicsVisualisation::cube (bool isFrustum, ColorMap cm) { Ogre::ColourValue cv; cv.r = cm.r; cv.g = cm.g; cv.b = cm.b; cv.a = 0.65; char* name = (char*) malloc (32); sprintf(name, "cube%d", app.cubeCount++); Ogre::ManualObject* cube = mSceneMgr->createManualObject(name); cube->begin("MyMaterial1", Ogre::RenderOperation::OT_TRIANGLE_LIST); Ogre::Vector3 centre(50, 50, 50); Ogre::Vector3 position; //bottom points //0 position.z = position. y = 0; position.x = 0; Ogre::Vector3 normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(0,1,1); cube->colour(cv); cube->normal(normal); //1 position.x = 100; // 100, 0, 0 normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(1,0,1); cube->colour(cv); cube->normal(normal); //2 position.z = 100; position.x = 0; normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(1,1,1); cube->colour(cv); cube->normal(normal); ////3 position.x = 100; normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(0,0,1); cube->colour(cv); cube->normal(normal); ////top points ////4 position.y = 100; position.x = isFrustum ? 25 : 0; position.z = isFrustum ? 25 : 0; normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(0,1,0); cube->colour(cv); cube->normal(normal); ////5 position.x = isFrustum ? 75 : 100; normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(1,0,0); cube->colour(cv); cube->normal(normal); ////6 position.x = isFrustum ? 25 : 0; position.z = isFrustum ? 75 : 100; normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(1,1,0); cube->colour(cv); cube->normal(normal); ////7 position.x = isFrustum ? 75 : 100; normal = (position - centre); normal.normalise(); cube->position(position); cube->textureCoord(0,0,0); cube->colour(cv); cube->normal(normal); cube->triangle(0,1,2);//NEGATIVE cube->triangle(3,2,1); cube->triangle(6,5,4);//POSITIVE cube->triangle(5,6,7); cube->triangle(0,2,4); cube->triangle(6,4,2); cube->triangle(5,3,1); cube->triangle(3,5,7); cube->triangle(2,3,6); cube->triangle(7,6,3); cube->triangle(4,1,0); cube->triangle(1,4,5); cube->end(); free (name); return cube; }
int DecalManager::addTerrainDecal(Ogre::Vector3 position, Ogre::Vector2 size, Ogre::Vector2 numSeg, Ogre::Real rotation, Ogre::String materialname, Ogre::String normalname) { #if 0 Ogre::ManualObject *mo = gEnv->ogreSceneManager->createManualObject(); String oname = mo->getName(); SceneNode *mo_node = terrain_decals_snode->createChildSceneNode(); mo->begin(materialname, Ogre::RenderOperation::OT_TRIANGLE_LIST); AxisAlignedBox *aab=new AxisAlignedBox(); float uTile = 1, vTile = 1; Vector3 normal = Vector3(0,1,0); // UP int offset = 0; float ground_dist = 0.001f; Ogre::Vector3 vX = normal.perpendicular(); Ogre::Vector3 vY = normal.crossProduct(vX); Ogre::Vector3 delta1 = size.x / numSeg.x * vX; Ogre::Vector3 delta2 = size.y / numSeg.y * vY; // build one corner of the square Ogre::Vector3 orig = -0.5*size.x*vX - 0.5*size.y*vY; for (int i1 = 0; i1<=numSeg.x; i1++) for (int i2 = 0; i2<=numSeg.y; i2++) { Vector3 pos = orig+i1*delta1+i2*delta2 + position; pos.y = hfinder->getHeightAt(pos.x, pos.z) + ground_dist; mo->position(pos); aab->merge(pos); mo->textureCoord(i1/(Ogre::Real)numSeg.x*uTile, i2/(Ogre::Real)numSeg.y*vTile); mo->normal(normal); } bool reverse = false; if (delta1.crossProduct(delta2).dotProduct(normal)>0) reverse= true; for (int n1 = 0; n1<numSeg.x; n1++) { for (int n2 = 0; n2<numSeg.y; n2++) { if (reverse) { mo->index(offset+0); mo->index(offset+(numSeg.y+1)); mo->index(offset+1); mo->index(offset+1); mo->index(offset+(numSeg.y+1)); mo->index(offset+(numSeg.y+1)+1); } else { mo->index(offset+0); mo->index(offset+1); mo->index(offset+(numSeg.y+1)); mo->index(offset+1); mo->index(offset+(numSeg.y+1)+1); mo->index(offset+(numSeg.y+1)); } offset++; } offset++; } offset+=numSeg.y+1; mo->end(); mo->setBoundingBox(*aab); // some optimizations mo->setCastShadows(false); mo->setDynamic(false); delete(aab); MeshPtr mesh = mo->convertToMesh(oname+"_mesh"); // build edgelist mesh->buildEdgeList(); // remove the manualobject again, since we dont need it anymore gEnv->ogreSceneManager->destroyManualObject(mo); unsigned short src, dest; if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest)) { mesh->buildTangentVectors(VES_TANGENT, src, dest); } Entity *ent = gEnv->ogreSceneManager->createEntity(oname+"_ent", oname+"_mesh"); mo_node->attachObject(ent); mo_node->setVisible(true); //mo_node->showBoundingBox(true); mo_node->setPosition(Vector3::ZERO); //(position.x, 0, position.z)); // RTSS //Ogre::RTShader::ShaderGenerator::getSingleton().createShaderBasedTechnique(materialname, Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME); //Ogre::RTShader::ShaderGenerator::getSingleton().invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, materialname); RTSSgenerateShadersForMaterial(materialname, normalname); #endif return 0; }
// Given a scene node for a terrain, find the manual object on that scene node and // update the manual object with the heightmap passed. If there is no manual object on // the scene node, remove all it's attachments and add the manual object. // The heightmap is passed in a 1D array ordered by width rows (for(width) {for(length) {hm[w,l]}}) // This must be called between frames since it touches the scene graph // BETWEEN FRAME OPERATION void Region::UpdateTerrain(const int hmWidth, const int hmLength, const float* hm) { Ogre::SceneNode* node = this->TerrainSceneNode; LG::Log("Region::UpdateTerrain: updating terrain for region %s", this->Name.c_str()); if (node == NULL) { LG::Log("Region::UpdateTerrain: terrain scene node doesn't exist. Not updating terrain."); return; } // Find the movable object attached to the scene node. If not found remove all. if (node->numAttachedObjects() > 0) { Ogre::MovableObject* attached = node->getAttachedObject(0); if (attached->getMovableType() != "ManualObject") { // don't know why this would ever happen but clean out the odd stuff LG::Log("Found extra stuff on terrain scene node"); node->detachAllObjects(); } } // if there is not a manual object on the node, create a new one if (node->numAttachedObjects() == 0) { LG::Log("Region::UpdateTerrain: creating terrain ManualObject for region %s", this->Name.c_str()); // if no attached objects, we add our dynamic ManualObject Ogre::ManualObject* mob = LG::RendererOgre::Instance()->m_sceneMgr->createManualObject("ManualObject/" + node->getName()); mob->addQueryFlags(Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK); mob->setDynamic(true); mob->setCastShadows(true); mob->setVisible(true); node->attachObject(mob); // m_visCalc->RecalculateVisibility(); } Ogre::ManualObject* mo = (Ogre::ManualObject*)node->getAttachedObject(0); // stuff our heightmap information into the dynamic manual object mo->estimateVertexCount(hmWidth * hmLength); mo->estimateIndexCount(hmWidth * hmLength * 6); if (mo->getNumSections() == 0) { // if first time mo->begin(LG::GetParameter("Renderer.Ogre.DefaultTerrainMaterial")); } else { mo->beginUpdate(0); // we've been here before } int loc = 0; for (int xx = 0; xx < hmWidth; xx++) { for (int yy = 0; yy < hmLength; yy++) { mo->position((Ogre::Real)xx, (Ogre::Real)yy, hm[loc++]); mo->textureCoord((float)xx / (float)hmWidth, (float)yy / (float)hmLength); mo->normal(0.0, 1.0, 0.0); // always up (for the moment) } } for (int px = 0; px < hmLength-1; px++) { for (int py = 0; py < hmWidth-1; py++) { mo->quad(px + py * hmWidth, px + (py + 1) * hmWidth, (px + 1) + (py + 1) * hmWidth, (px + 1) + py * hmWidth ); } } mo->end(); return; }
void CubeWorld::createChunkWater (const int StartX, const int StartY, const int StartZ) { block_t LastBlock = 0; int iVertex = 0; block_t Block; block_t Block1; /* Only create visible faces of chunk */ block_t DefaultBlock = 1; int SX = 0; int SY = 0; int SZ = 0; int MaxSize = WORLD_SIZE; float BlockLight; float BlockLight1; float BlockLight2; float V1, V2; Ogre::ManualObject* MeshChunk = new Ogre::ManualObject("MeshWaterChunk" + Ogre::StringConverter::toString(m_ChunkID)); MeshChunk->setDynamic(true); MeshChunk->begin("WaterTest"); for (int z = StartZ; z < CHUNK_SIZE + StartZ; ++z) { for (int y = StartY; y < CHUNK_SIZE + StartY; ++y) { for (int x = StartX; x < CHUNK_SIZE + StartX; ++x) { Block = GetBlock(x,y,z); if (Block != 5) continue; //Only create water meshes BlockLight = GetBlockLight(x, y, z) / 255.0f; BlockLight1 = BlockLight * 0.9f; BlockLight2 = BlockLight * 0.8f; V1 = 1.0f/5.0f * (float)(Block - 1); V2 = V1 + 1.0f/5.0f; //x-1 Block1 = DefaultBlock; if (x > SX) Block1 = GetBlock(x-1,y,z); if (Block1 != 5) { //create face of block MeshChunk->position(x, y, z+1); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(0, V2); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->position(x, y+1, z+1); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(1, V2); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->position(x, y+1, z); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(1, V1); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->position(x, y, z); MeshChunk->normal(-1,0,0); MeshChunk->textureCoord(0, V1); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //x+1 Block1 = DefaultBlock; if (x < SX + MaxSize - 1) Block1 = GetBlock(x+1,y,z); if (Block1 != 5) { MeshChunk->position(x+1, y, z); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(0, V2); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->position(x+1, y+1, z); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(1, V2); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->position(x+1, y+1, z+1); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(1, V1); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->position(x+1, y, z+1); MeshChunk->normal(1,0,0); MeshChunk->textureCoord(0, V1); MeshChunk->colour(BlockLight, BlockLight, BlockLight); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //y-1 Block1 = DefaultBlock; if (y > SY) Block1 = GetBlock(x,y-1,z); if (Block1 != 5) { MeshChunk->position(x, y, z); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(0, V2); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->position(x+1, y, z); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(1, V2); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->position(x+1, y, z+1); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(1, V1); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->position(x, y, z+1); MeshChunk->normal(0,-1,0); MeshChunk->textureCoord(0, V1); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //y+1 Block1 = DefaultBlock; if (y < SY + MaxSize - 1) Block1 = GetBlock(x,y+1,z); if (Block1 != 5) { MeshChunk->position(x, y+1, z+1); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(0, V2); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->position(x+1, y+1, z+1); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(1, V2); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->position(x+1, y+1, z); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(1, V1); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->position(x, y+1, z); MeshChunk->normal(0,1,0); MeshChunk->textureCoord(0, V1); MeshChunk->colour(BlockLight2, BlockLight2, BlockLight2); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //z-1 Block1 = DefaultBlock; if (z > SZ) Block1 = GetBlock(x,y,z-1); if (Block1 != 5) { MeshChunk->position(x, y+1, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(0, V2); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->position(x+1, y+1, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(1, V2); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->position(x+1, y, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(1, V1); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->position(x, y, z); MeshChunk->normal(0,0,-1); MeshChunk->textureCoord(0, V1); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } //z+1 Block1 = DefaultBlock; if (z < SZ + MaxSize - 1) Block1 = GetBlock(x,y,z+1); if (Block1 != 5) { MeshChunk->position(x, y, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(0, V2); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->position(x+1, y, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(1, V2); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->position(x+1, y+1, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(1, V1); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->position(x, y+1, z+1); MeshChunk->normal(0,0,1); MeshChunk->textureCoord(0, V1); MeshChunk->colour(BlockLight1, BlockLight1, BlockLight1); MeshChunk->triangle(iVertex, iVertex+1, iVertex+2); MeshChunk->triangle(iVertex+2, iVertex+3, iVertex); iVertex += 4; } } } } MeshChunk->end(); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(MeshChunk); ++m_ChunkID; }
void ParticleFactory::CreateThrusterParticleGeometry(Ogre::String object_name, int num_particles, float loop_radius, float circle_radius){ //try { /* Retrieve scene manager and root scene node */ // Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager"); Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode(); /* Create the 3D object */ Ogre::ManualObject* object = NULL; object = scene_manager->createManualObject(object_name); object->setDynamic(false); /* /* Create point list for the object */ object->begin("", Ogre::RenderOperation::OT_POINT_LIST); /* Initialize random numbers */ std::srand(std::time(0)); /* Create a set of points which will be the particles */ /* This is similar to drawing a torus: we will sample points on the surface of the torus */ float maxspray = 1.5; // This is how much we allow the points to wander around float u, v, w, theta, phi, spray; // Work variables for (int i = 0; i < num_particles; i++){ // Randomly select two numbers to define a point on the torus u = ((double) rand() / (RAND_MAX)); v = ((double) rand() / (RAND_MAX)); // Use u and v to define the point on the torus theta = u * Ogre::Math::TWO_PI; phi = v * Ogre::Math::TWO_PI; Ogre::Vector3 center = Ogre::Vector3(loop_radius*cos(theta), loop_radius*sin(theta), 0.0); Ogre::Vector3 normal = Ogre::Vector3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi)); object->position(center + normal*circle_radius); // Position of the point object->colour(Ogre::ColourValue(((float) i)/((float) num_particles), 0.0, 1.0 - (((float) i)/((float) num_particles)))); object->textureCoord(Ogre::Vector2(0.0, 0.0)); // Now sample a point on a sphere to define a direction for points to wander around u = ((double) rand() / (RAND_MAX)); v = ((double) rand() / (RAND_MAX)); w = ((double) rand() / (RAND_MAX)); theta = u * Ogre::Math::TWO_PI; phi = acos(2.0*v * -1.0); spray = maxspray*pow((float) w, (float) (1.0/4.0)); // Cubic root Ogre::Vector3 wander = Ogre::Vector3(spray*cos(theta)*cos(phi), spray*cos(theta)*sin(phi), sin(phi)*-2); object->normal(wander); } object->position(Ogre::Vector3(0.0f, 0.0f, -30.0f)); object->colour(Ogre::ColourValue(0.0f, 0.0f, 0.0f)); object->textureCoord(Ogre::Vector2(0.0f, 0.0f)); object->normal(Ogre::Vector3(0.0f, 0.0f, -30.0f)); object->end(); /* Convert triangle list to a mesh */ object->convertToMesh(object_name); /* } catch (Ogre::Exception &e){ throw(OgreAppException(std::string("Ogre::Exception: ") + std::string(e.what()))); } catch(std::exception &e){ throw(OgreAppException(std::string("std::Exception: ") + std::string(e.what()))); }*/ }
void OgreApplication::CreateWall(Ogre::String material_name){ try { /* Create two rectangles */ /* Retrieve scene manager and root scene node */ Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager"); Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode(); /* Create the 3D object */ Ogre::ManualObject* object = NULL; Ogre::String object_name = "Wall"; object = scene_manager->createManualObject(object_name); object->setDynamic(false); /* Create triangle list for the object */ object->begin(material_name, Ogre::RenderOperation::OT_TRIANGLE_LIST); /* Add vertices */ /* One side of the "wall" */ object->position(-1.0,-1.0,0.0); object->normal(0.0, 0.0, -1.0); object->tangent(-1.0, 0.0, 0.0); object->textureCoord(1.0, 0.0); object->position(-1.0,1.0,0.0); object->normal(0.0, 0.0, -1.0); object->tangent(-1.0, 0.0, 0.0); object->textureCoord(1.0, 1.0); object->position(1.0,1.0,0.0); object->normal(0.0, 0.0, -1.0); object->tangent(-1.0, 0.0, 0.0); object->textureCoord(0.0, 1.0); object->position(1.0,-1.0,0.0); object->normal(0.0, 0.0, -1.0); object->tangent(-1.0, 0.0, 0.0); object->textureCoord(0.0, 0.0); /* The other side of the "wall" */ object->position(-1.0,-1.0,0.0); object->normal(0.0, 0.0, 1.0); object->tangent(1.0, 0.0, 0.0); object->textureCoord(0.0, 0.0); object->position(-1.0,1.0,0.0); object->normal(0.0, 0.0, 1.0); object->tangent(1.0, 0.0, 0.0); object->textureCoord(0.0, 1.0); object->position(1.0,1.0,0.0); object->normal(0.0, 0.0, 1.0); object->tangent(1.0, 0.0, 0.0); object->textureCoord(1.0, 1.0); object->position(1.0,-1.0,0.0); object->normal(0.0, 0.0, 1.0); object->tangent(1.0, 0.0, 0.0); object->textureCoord(1.0, 0.0); /* Add triangles */ /* One side */ object->triangle(0, 1, 2); object->triangle(0, 2, 3); /* The other side */ object->triangle(4, 7, 6); object->triangle(4, 6, 5); /* We finished the object */ object->end(); /* Convert triangle list to a mesh */ Ogre::String mesh_name = "Wall"; object->convertToMesh(mesh_name); /* Create one instance of the sphere (one entity) */ /* The same object can have multiple instances or entities */ Ogre::Entity* entity = scene_manager->createEntity(mesh_name); /* Apply a material to the entity to give it color */ /* We already did that above, so we comment it out here */ /* entity->setMaterialName(material_name); */ /* But, this call is useful if we have multiple entities with different materials */ /* Create a scene node for the entity */ /* The scene node keeps track of the entity's position */ Ogre::SceneNode* scene_node = root_scene_node->createChildSceneNode(mesh_name); scene_node->attachObject(entity); /* Position and rotate the entity with the scene node */ //scene_node->rotate(Ogre::Vector3(0, 1, 0), Ogre::Degree(60)); //scene_node->rotate(Ogre::Vector3(1, 0, 0), Ogre::Degree(30)); //scene_node->rotate(Ogre::Vector3(1, 0, 0), Ogre::Degree(-90)); //scene_node->translate(0.0, 0.0, 0.0); scene_node->scale(0.5, 0.5, 0.5); } catch (Ogre::Exception &e){ throw(OgreAppException(std::string("Ogre::Exception: ") + std::string(e.what()))); } catch(std::exception &e){ throw(OgreAppException(std::string("std::Exception: ") + std::string(e.what()))); } }
Ogre::ManualObject* BasicTutorial2::createCubeMesh (Ogre::String name, Ogre::String matName) { Ogre::ManualObject* cube = new Ogre::ManualObject(name); cube->begin(matName); cube->position(0.5f,-0.5f,1.0f);cube->normal(0.408248f,-0.816497f,0.408248f);cube->textureCoord(1,0); cube->position(-0.5f,-0.5f,0.0f);cube->normal(-0.408248f,-0.816497f,-0.408248f);cube->textureCoord(0,1); cube->position(0.5f,-0.5f,0.0f);cube->normal(0.666667f,-0.333333f,-0.666667f);cube->textureCoord(1,1); cube->position(-0.5f,-0.5f,1.0f);cube->normal(-0.666667f,-0.333333f,0.666667f);cube->textureCoord(0,0); cube->position(0.5f,0.5f,1.0f);cube->normal(0.666667f,0.333333f,0.666667f);cube->textureCoord(1,0); cube->position(-0.5,-0.5,1.0);cube->normal(-0.666667f,-0.333333f,0.666667f);cube->textureCoord(0,1); cube->position(0.5,-0.5,1.0);cube->normal(0.408248,-0.816497,0.408248f);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; }
void Map::generateMeshObstacles(std::string materialName) { Ogre::ManualObject* obstacles = new Ogre::ManualObject("obstacles"); obstacles->estimateIndexCount(m_length * m_width * 8); obstacles->estimateVertexCount(m_length * m_width * 8); obstacles->clear(); obstacles->begin(materialName); Ogre::Vector3 pos = Ogre::Vector3(0, 0, 0); Ogre::Quaternion quat; Ogre::Quaternion quatNext; unsigned long planeNum = 0; m_obstaclePositions.clear(); for (unsigned int i = 0; i < m_length; i++) { quat = m_rotationalSpline.getPoint(i); quatNext = m_rotationalSpline.getPoint(i + 1); for (int x = -100 * (m_width / (double) 2), j = 0; (unsigned) j < m_width; j++, x += 100) { int back = -100; int left = x; int right = x + 100; int up = 100; Ogre::Vector3 nextPos = pos + quat * Ogre::Vector3(0, 0, back); Ogre::Vector3 posMinus50 = pos + quat * Ogre::Vector3(left, 0, 0); Ogre::Vector3 posPlus50 = pos + quat * Ogre::Vector3(right, 0, 0); Ogre::Vector3 nextPosMinus50 = nextPos + quatNext * Ogre::Vector3(left, 0, 0); Ogre::Vector3 nextPosPlus50 = nextPos + quatNext * Ogre::Vector3(right, 0, 0); //TODO: fix normals obstacles->position(posMinus50); obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); obstacles->textureCoord(1, 1); obstacles->position(nextPosMinus50); obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); obstacles->textureCoord(1, 0); obstacles->position(posPlus50); obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); obstacles->textureCoord(0, 1); obstacles->position(nextPosPlus50); obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); obstacles->textureCoord(0, 0); Ogre::Vector3 nextPosUp = nextPos + quat * Ogre::Vector3(0, up, 0); Ogre::Vector3 posMinus50Up = posMinus50 + quat * Ogre::Vector3(0, up, 0); Ogre::Vector3 posPlus50Up = posPlus50 + quat * Ogre::Vector3(0, up, 0); Ogre::Vector3 nextPosMinus50Up = nextPosMinus50 + quatNext * Ogre::Vector3(0, up, 0); Ogre::Vector3 nextPosPlus50Up = nextPosPlus50 + quatNext * Ogre::Vector3(0, up, 0); //TODO: fix normals obstacles->position(posMinus50Up); obstacles->normal((quat * Vector3(-1, 1, 1)).normalisedCopy()); obstacles->textureCoord(0, 0); obstacles->position(nextPosMinus50Up); obstacles->normal((quat * Vector3(-1, 1, -1)).normalisedCopy()); obstacles->textureCoord(0, 1); obstacles->position(posPlus50Up); obstacles->normal((quat * Vector3(1, 1, 1)).normalisedCopy()); obstacles->textureCoord(1, 0); obstacles->position(nextPosPlus50Up); obstacles->normal((quat * Vector3(1, 1, -1)).normalisedCopy()); obstacles->textureCoord(1, 1); if (m_cubes[planeNum / (double) m_width][planeNum % m_width] == OBSTACLE) { //TODO: check if this hack works.. m_obstaclePositions.push_back(posMinus50); //top obstacles->triangle(4 + planeNum * 8, 5 + planeNum * 8, 6 + planeNum * 8); obstacles->triangle(6 + planeNum * 8, 5 + planeNum * 8, 4 + planeNum * 8); obstacles->triangle(5 + planeNum * 8, 7 + planeNum * 8, 6 + planeNum * 8); obstacles->triangle(6 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8); if (planeNum % m_width == 0 || m_cubes[planeNum / (double) m_width][(planeNum - 1) % m_width] != OBSTACLE) { //left obstacles->triangle(0 + planeNum * 8, 4 + planeNum * 8, 5 + planeNum * 8); obstacles->triangle(5 + planeNum * 8, 4 + planeNum * 8, 0 + planeNum * 8); obstacles->triangle(0 + planeNum * 8, 1 + planeNum * 8, 5 + planeNum * 8); obstacles->triangle(5 + planeNum * 8, 1 + planeNum * 8, 0 + planeNum * 8); } if (planeNum % m_width == m_width - 1 || m_cubes[planeNum / (double) m_width][(planeNum + 1) % m_width] != OBSTACLE) { //right obstacles->triangle(2 + planeNum * 8, 6 + planeNum * 8, 7 + planeNum * 8); obstacles->triangle(7 + planeNum * 8, 6 + planeNum * 8, 2 + planeNum * 8); obstacles->triangle(2 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8); obstacles->triangle(7 + planeNum * 8, 3 + planeNum * 8, 2 + planeNum * 8); } if (planeNum / (double) m_width >= m_length - 1 || m_cubes[(planeNum + m_width) / (double) m_width][planeNum % m_width] != OBSTACLE) { //back obstacles->triangle(5 + planeNum * 8, 7 + planeNum * 8, 1 + planeNum * 8); obstacles->triangle(1 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8); obstacles->triangle(1 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8); obstacles->triangle(7 + planeNum * 8, 3 + planeNum * 8, 1 + planeNum * 8); } if (planeNum / (double) m_width <= m_width || m_cubes[(planeNum - m_width) / (double) m_width][planeNum % m_width] != OBSTACLE) { //front obstacles->triangle(2 + planeNum * 8, 6 + planeNum * 8, 4 + planeNum * 8); obstacles->triangle(4 + planeNum * 8, 6 + planeNum * 8, 2 + planeNum * 8); obstacles->triangle(0 + planeNum * 8, 4 + planeNum * 8, 2 + planeNum * 8); obstacles->triangle(2 + planeNum * 8, 4 + planeNum * 8, 0 + planeNum * 8); } } planeNum++; } pos = pos + quat * Ogre::Vector3(0, 0, -100); } obstacles->end(); obstacles->setCastShadows(true); //TODO: fix graphics bug when no obstacles /*if (m_obstaclePositions.size() <= 0) { return; }*/ m_mapMainNode->attachObject(obstacles); MeshPtr ptr = obstacles->convertToMesh("obstaclesMesh"); Entity* obstaclesEntity = m_pSceneMgr->createEntity("obstaclesEntity", "obstaclesMesh"); }
void Map::generateMesh(std::string materialName) { Ogre::ManualObject* plane = new Ogre::ManualObject("plane"); plane->estimateIndexCount(m_length * m_width * 8); plane->estimateVertexCount(m_length * m_width * 8); plane->clear(); plane->begin(materialName); Ogre::Vector3 pos = Ogre::Vector3(0, 0, 0); Ogre::Quaternion quat; Ogre::Quaternion quatNext; unsigned long planeNum = 0; for (unsigned int i = 0; i < m_length; i++) { quat = m_rotationalSpline.getPoint(i); quatNext = m_rotationalSpline.getPoint(i + 1); for (int x = -100 * (m_width / (double) 2), j = 0; (unsigned) j < m_width; j++, x += 100) { int back = -100; int left = x; int right = x + 100; int down = -20 ; Ogre::Vector3 nextPos = pos + quat * Ogre::Vector3(0, 0, back); Ogre::Vector3 posMinus50 = pos + quat * Ogre::Vector3(left, 0, 0); Ogre::Vector3 posPlus50 = pos + quat * Ogre::Vector3(right, 0, 0); Ogre::Vector3 nextPosMinus50 = nextPos + quatNext * Ogre::Vector3(left, 0, 0); Ogre::Vector3 nextPosPlus50 = nextPos + quatNext * Ogre::Vector3(right, 0, 0); //TODO: fix normals? plane->position(posMinus50); plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); plane->textureCoord(1, 1); plane->position(nextPosMinus50); plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); plane->textureCoord(1, 0); plane->position(posPlus50); plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); plane->textureCoord(0, 1); plane->position(nextPosPlus50); plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy()); plane->textureCoord(0, 0); Ogre::Vector3 nextPosDown = nextPos + quat * Ogre::Vector3(0, down, 0); Ogre::Vector3 posMinus50Down = posMinus50 + quat * Ogre::Vector3(0, down, 0); Ogre::Vector3 posPlus50Down = posPlus50 + quat * Ogre::Vector3(0, down, 0); Ogre::Vector3 nextPosMinus50Down = nextPosMinus50 + quatNext * Ogre::Vector3(0, down, 0); Ogre::Vector3 nextPosPlus50Down = nextPosPlus50 + quatNext * Ogre::Vector3(0, down, 0); //TODO: fix normals? plane->position(posMinus50Down); plane->normal((quat * Vector3(-1, -1, 1)).normalisedCopy()); plane->textureCoord(0, 0); plane->position(nextPosMinus50Down); plane->normal((quat * Vector3(-1, -1, -1)).normalisedCopy()); plane->textureCoord(0, 1); plane->position(posPlus50Down); plane->normal((quat * Vector3(1, -1, 1)).normalisedCopy()); plane->textureCoord(1, 0); plane->position(nextPosPlus50Down); plane->normal((quat * Vector3(1, -1, -1)).normalisedCopy()); plane->textureCoord(1, 1); if (m_cubes[planeNum / (double) m_width][planeNum % m_width] != HOLE) { //if (m_cubes[planeNum / (double) m_width][planeNum % m_width] == NORMAL) //{ //top plane->triangle(0 + planeNum * 8, 1 + planeNum * 8, 2 + planeNum * 8); plane->triangle(2 + planeNum * 8, 1 + planeNum * 8, 0 + planeNum * 8); plane->triangle(1 + planeNum * 8, 3 + planeNum * 8, 2 + planeNum * 8); plane->triangle(2 + planeNum * 8, 3 + planeNum * 8, 1 + planeNum * 8); //} //bottom plane->triangle(4 + planeNum * 8, 5 + planeNum * 8, 6 + planeNum * 8); plane->triangle(6 + planeNum * 8, 5 + planeNum * 8, 4 + planeNum * 8); plane->triangle(5 + planeNum * 8, 7 + planeNum * 8, 6 + planeNum * 8); plane->triangle(6 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8); if (planeNum % m_width == 0 || m_cubes[planeNum / (double) m_width][(planeNum - 1) % m_width] == HOLE) { //left plane->triangle(0 + planeNum * 8, 4 + planeNum * 8, 5 + planeNum * 8); plane->triangle(5 + planeNum * 8, 4 + planeNum * 8, 0 + planeNum * 8); plane->triangle(0 + planeNum * 8, 1 + planeNum * 8, 5 + planeNum * 8); plane->triangle(5 + planeNum * 8, 1 + planeNum * 8, 0 + planeNum * 8); } if (planeNum % m_width == m_width - 1 || m_cubes[planeNum / (double) m_width][(planeNum + 1) % m_width] == HOLE) { //right plane->triangle(2 + planeNum * 8, 6 + planeNum * 8, 7 + planeNum * 8); plane->triangle(7 + planeNum * 8, 6 + planeNum * 8, 2 + planeNum * 8); plane->triangle(2 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8); plane->triangle(7 + planeNum * 8, 3 + planeNum * 8, 2 + planeNum * 8); } if (planeNum / (double) m_width >= m_length - 1 || m_cubes[(planeNum + m_width) / (double) m_width][planeNum % m_width] == HOLE) { //back plane->triangle(5 + planeNum * 8, 7 + planeNum * 8, 1 + planeNum * 8); plane->triangle(1 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8); plane->triangle(1 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8); plane->triangle(7 + planeNum * 8, 3 + planeNum * 8, 1 + planeNum * 8); } if (planeNum / (double) m_width <= m_width || m_cubes[(planeNum - m_width) / (double) m_width][planeNum % m_width] == HOLE) { //front plane->triangle(2 + planeNum * 8, 6 + planeNum * 8, 4 + planeNum * 8); plane->triangle(4 + planeNum * 8, 6 + planeNum * 8, 2 + planeNum * 8); plane->triangle(0 + planeNum * 8, 4 + planeNum * 8, 2 + planeNum * 8); plane->triangle(2 + planeNum * 8, 4 + planeNum * 8, 0 + planeNum * 8); } } planeNum++; } pos = pos + quat * Ogre::Vector3(0, 0, -100); } plane->end(); plane->setCastShadows(false); m_mapMainNode->attachObject(plane); MeshPtr ptr = plane->convertToMesh("planeMesh"); Entity* planeEntity = m_pSceneMgr->createEntity("planeEntity", "planeMesh"); }
void AssetLoader::readModel(Ogre::SceneManager* sceneMgr, Ogre::SceneNode* scnNode, const aiScene* scene, aiNode* nd) { for (size_t n = 0; n < nd->mNumChildren; n++) { aiNode* cnd = nd->mChildren[n]; Ogre::SceneNode* cnode = createChildSceneNodeWithTransform(scnNode, cnd); for (size_t i = 0; i < cnd->mNumMeshes; i++) { aiMesh* m = scene->mMeshes[cnd->mMeshes[i]]; aiMaterial* mat = scene->mMaterials[m->mMaterialIndex]; std::string nodeName = getFullPathName(cnd); Ogre::MaterialPtr omat = createMaterial(Ogre::String(nodeName), m->mMaterialIndex, mat); aiVector3D* vec = m->mVertices; aiVector3D* norm = m->mNormals; aiVector3D* uv = m->mTextureCoords[0]; aiColor4D* vcol = NULL; if (m->HasVertexColors(0)) vcol = m->mColors[0]; // 頂点情報の読み込み Ogre::AxisAlignedBox aab; Ogre::ManualObject* mobj = new Ogre::ManualObject(nodeName+"_MObj"); mobj->begin(omat->getName()); //mobj->begin("Ogre/Skin"); for (size_t n = 0; n < m->mNumVertices; n ++) { Ogre::Vector3 position(vec->x, vec->y, vec->z); aab.merge(position); mobj->position(vec->x, vec->y, vec->z); vec++; mobj->normal(norm->x, norm->y, norm->z); norm++; if (uv) { mobj->textureCoord(uv->x, uv->y); uv++; } if (vcol) { mobj->colour(vcol->r, vcol->g, vcol->b, vcol->a); vcol++; } } // ポリゴンの構築 for (size_t n = 0; n < m->mNumFaces; n++) { aiFace* face = &m->mFaces[n]; for (size_t k = 0; k < face->mNumIndices; k++) { mobj->index(face->mIndices[k]); } } mobj->end(); mobj->setBoundingBox(aab); Ogre::String meshName(nodeName+"_Mesh"); mobj->convertToMesh(meshName); delete mobj; Ogre::String entityName(nodeName+"_Entity"); std::cout << "entity: " << entityName << std::endl; Ogre::Entity* ent = sceneMgr->createEntity(entityName, meshName); cnode->attachObject(ent); } readModel(sceneMgr, cnode, scene, cnd); } }
void ParticleFactory::CreateSplineParticleGeometry(Ogre::String object_name, int num_particles, float loop_radius, float circle_radius){ /* Retrieve scene manager and root scene node */ Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode(); /* Create the 3D object */ Ogre::ManualObject* object = NULL; object = scene_manager->createManualObject(object_name); object->setDynamic(false); /* Create point list for the object */ object->begin("", Ogre::RenderOperation::OT_POINT_LIST); /* Initialize random numbers */ std::srand(std::time(0)); /* Create a set of points which will be the particles */ /* This is similar to drawing a torus: we will sample points on a torus, but will allow the points to also deviate a bit from the torus along the direction of a random vector */ float maxspray = 0.5; // This is how much we allow the points to deviate along a normalized vector float u, v, w, theta, phi, spray; // Work variables for (int i = 0; i < num_particles; i++){ // Get two random numbers u = ((double) rand() / (RAND_MAX)); v = ((double) rand() / (RAND_MAX)); // Use u and v to define a point on the torus with angles theta and phi theta = u * Ogre::Math::TWO_PI; phi = v * Ogre::Math::TWO_PI; // Get center of loop and point's normal on the torus Ogre::Vector3 center = Ogre::Vector3(loop_radius*cos(theta), loop_radius*sin(theta), 0.0); Ogre::Vector3 normal = Ogre::Vector3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi)); // Next, we want to let the points deviate along the direction of a random vector // To obtain a random vector, we sample a point on the sphere // The point on the sphere minus the origin (0, 0) is the random vector // Randomly select two numbers to define a point in spherical coordinates u = ((double) rand() / (RAND_MAX)); v = ((double) rand() / (RAND_MAX)); // Use u to define the angle theta along one direction of a sphere theta = u * Ogre::Math::TWO_PI; // Use v to define the angle phi along the other direction of the sphere phi = acos(2.0*v - 1.0); // Get the point on the sphere (equivalent to a normalized direction vector since the origin is zero) Ogre::Vector3 direct = Ogre::Vector3(cos(theta)*sin(phi), sin(theta)*sin(phi), -cos(phi)); // We need z = -cos(phi) to make sure that the z coordinate runs from -1 to 1 as phi runs from 0 to pi // Now, multiply a random amount of deviation by this vector, which is the deviation we will add to the point on the torus w = ((double) rand() / (RAND_MAX)); spray = maxspray*pow((float) w, (float) (1.0/3.0)); // cbrt(w); Ogre::Vector3 wander = Ogre::Vector3(spray*direct.x, spray*direct.y, direct.z); // Add computed quantities to the object object->position(center + normal*circle_radius); object->normal(wander); object->colour(Ogre::ColourValue(((float) i)/((float) num_particles), 0.0, 0.0)); // Store particle id in the red channel as a float object->textureCoord(Ogre::Vector2(0.0, 0.0)); } /* We finished the object */ object->end(); /* Convert triangle list to a mesh */ object->convertToMesh(object_name); }
void AerialMapDisplay::assembleScene() { if (!dirty_) { return; // nothing to update } dirty_ = false; if (!loader_) { return; // no tiles loaded, don't do anything } // get rid of old geometry, we will re-build this clearGeometry(); // iterate over all tiles and create an object for each of them const double resolution = loader_->resolution(); const std::vector<TileLoader::MapTile> &tiles = loader_->tiles(); for (const TileLoader::MapTile &tile : tiles) { const int w = tile.image().width(); const int h = tile.image().height(); // we here assume that the tiles are uniformly sized... const double tileW = w * resolution; const double tileH = h * resolution; const double origin_x = -loader_->originX() * tileW; const double origin_y = -(1 - loader_->originY()) * tileH; // determine location of this tile const double x = (tile.x() - loader_->tileX()) * tileW + origin_x; const double y = -(tile.y() - loader_->tileY()) * tileH + origin_y; // don't re-use any ids const std::string name_suffix = std::to_string(tile.x()) + "_" + std::to_string(tile.y()) + "_" + std::to_string(map_id_) + "_" + std::to_string(scene_id_); Ogre::TexturePtr tex; if (tile.hasImage()) { // one material per texture std::string matName = "material_" + name_suffix; Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create( matName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); material->setReceiveShadows(false); material->getTechnique(0)->setLightingEnabled(false); material->setDepthBias(-16.0f, 0.0f); /// @todo: what the f**k does this do? material->setCullingMode(Ogre::CULL_NONE); material->setDepthWriteEnabled(false); // create textureing unit Ogre::Pass *pass = material->getTechnique(0)->getPass(0); Ogre::TextureUnitState *tex_unit = NULL; if (pass->getNumTextureUnitStates() > 0) { tex_unit = pass->getTextureUnitState(0); } else { tex_unit = pass->createTextureUnitState(); } // only add if we have a texture for it tex = textureFromImage(tile.image(), "texture_" + name_suffix); ROS_INFO("Rendering with texture: %s", tex->getName().c_str()); tex_unit->setTextureName(tex->getName()); tex_unit->setTextureFiltering(Ogre::TFO_BILINEAR); // create an object const std::string obj_name = "object_" + name_suffix; Ogre::ManualObject *obj = scene_manager_->createManualObject(obj_name); scene_node_->attachObject(obj); // configure depth & alpha properties if (alpha_ >= 0.9998) { material->setDepthWriteEnabled(!draw_under_); material->setSceneBlending(Ogre::SBT_REPLACE); } else { material->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA); material->setDepthWriteEnabled(false); } if (draw_under_) { obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_4); } else { obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_MAIN); } tex_unit->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_CURRENT, alpha_); // create a quad for this tile obj->begin(material->getName(), Ogre::RenderOperation::OT_TRIANGLE_LIST); // bottom left obj->position(x, y, 0.0f); obj->textureCoord(0.0f, 0.0f); obj->normal(0.0f, 0.0f, 1.0f); // top right obj->position(x + tileW, y + tileH, 0.0f); obj->textureCoord(1.0f, 1.0f); obj->normal(0.0f, 0.0f, 1.0f); // top left obj->position(x, y + tileH, 0.0f); obj->textureCoord(0.0f, 1.0f); obj->normal(0.0f, 0.0f, 1.0f); // bottom left obj->position(x, y, 0.0f); obj->textureCoord(0.0f, 0.0f); obj->normal(0.0f, 0.0f, 1.0f); // bottom right obj->position(x + tileW, y, 0.0f); obj->textureCoord(1.0f, 0.0f); obj->normal(0.0f, 0.0f, 1.0f); // top right obj->position(x + tileW, y + tileH, 0.0f); obj->textureCoord(1.0f, 1.0f); obj->normal(0.0f, 0.0f, 1.0f); obj->end(); if (draw_under_property_->getValue().toBool()) { // render under everything else obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_4); } MapObject object; object.object = obj; object.texture = tex; object.material = material; objects_.push_back(object); } } scene_id_++; }
int DecalManager::addTerrainSplineDecal(Ogre::SimpleSpline *spline, float width, Ogre::Vector2 numSeg, Ogre::Vector2 uvSeg, Ogre::String materialname, float ground_offset, Ogre::String export_fn, bool debug) { #if 0 Ogre::ManualObject *mo = gEnv->ogreSceneManager->createManualObject(); String oname = mo->getName(); SceneNode *mo_node = terrain_decals_snode->createChildSceneNode(); mo->begin(materialname, Ogre::RenderOperation::OT_TRIANGLE_LIST); AxisAlignedBox *aab=new AxisAlignedBox(); int offset = 0; // how width is the road? float delta_width = width / numSeg.x; float steps_len = 1.0f / numSeg.x; for (int l = 0; l<=numSeg.x; l++) { // get current position on that spline Vector3 pos_cur = spline->interpolate(steps_len * (float)l); Vector3 pos_next = spline->interpolate(steps_len * (float)(l + 1)); Ogre::Vector3 direction = (pos_next - pos_cur); if (l == numSeg.x) { // last segment uses previous position pos_next = spline->interpolate(steps_len * (float)(l - 1)); direction = (pos_cur - pos_next); } for (int w = 0; w<=numSeg.y; w++) { // build vector for the width Vector3 wn = direction.normalisedCopy().crossProduct(Vector3::UNIT_Y); // calculate the offset, spline in the middle Vector3 offset = (-0.5 * wn * width) + (w/numSeg.y) * wn * width; // push everything together Ogre::Vector3 pos = pos_cur + offset; // get ground height there pos.y = hfinder->getHeightAt(pos.x, pos.z) + ground_offset; // add the position to the mesh mo->position(pos); aab->merge(pos); mo->textureCoord(l/(Ogre::Real)numSeg.x*uvSeg.x, w/(Ogre::Real)numSeg.y*uvSeg.y); mo->normal(Vector3::UNIT_Y); } } bool reverse = false; for (int n1 = 0; n1<numSeg.x; n1++) { for (int n2 = 0; n2<numSeg.y; n2++) { if (reverse) { mo->index(offset+0); mo->index(offset+(numSeg.y+1)); mo->index(offset+1); mo->index(offset+1); mo->index(offset+(numSeg.y+1)); mo->index(offset+(numSeg.y+1)+1); } else { mo->index(offset+0); mo->index(offset+1); mo->index(offset+(numSeg.y+1)); mo->index(offset+1); mo->index(offset+(numSeg.y+1)+1); mo->index(offset+(numSeg.y+1)); } offset++; } offset++; } offset+=numSeg.y+1; mo->end(); mo->setBoundingBox(*aab); // some optimizations mo->setCastShadows(false); mo->setDynamic(false); delete(aab); MeshPtr mesh = mo->convertToMesh(oname+"_mesh"); // build edgelist mesh->buildEdgeList(); // remove the manualobject again, since we dont need it anymore gEnv->ogreSceneManager->destroyManualObject(mo); unsigned short src, dest; if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest)) { mesh->buildTangentVectors(VES_TANGENT, src, dest); } Entity *ent = gEnv->ogreSceneManager->createEntity(oname+"_ent", oname+"_mesh"); mo_node->attachObject(ent); mo_node->setVisible(true); //mo_node->showBoundingBox(true); mo_node->setPosition(Vector3::ZERO); //(position.x, 0, position.z)); if (!export_fn.empty()) { MeshSerializer *ms = new MeshSerializer(); ms->exportMesh(mesh.get(), export_fn); LOG("spline mesh exported as " + export_fn); delete(ms); } // TBD: RTSS //Ogre::RTShader::ShaderGenerator::getSingleton().createShaderBasedTechnique(materialname, Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME); //Ogre::RTShader::ShaderGenerator::getSingleton().invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, materialname); RTSSgenerateShadersForMaterial(materialname, ""); #endif return 0; }
//------------------------------------------------------------------------------------- Ogre::ManualObject* const DigitalForensicsVisualisation::cylinder(ColorMap cm) { Ogre::ColourValue cv; cv.r = cm.r; cv.g = cm.g; cv.b = cm.b; cv.a = 0.65; char* name = (char*) malloc (32); sprintf(name, "cylinder%d", app.cylinderCount++); Ogre::ManualObject* cylinder = mSceneMgr->createManualObject(name); cylinder->begin("MyMaterial1", Ogre::RenderOperation::OT_TRIANGLE_LIST); const float accuracy = 20; const float radius = 50; unsigned int index = 2; cylinder->position(50,0,-50); cylinder->colour(cv); cylinder->normal(50,90,-50); cylinder->position(50,-90,-50); cylinder->colour(cv); cylinder->normal(50,-91,-50); for (float theta = 0; theta <= Ogre::Math::PI * 2; theta += Ogre::Math::PI / (accuracy)) { // TL: top-left, BR: bottom-right /*TL*/ cylinder->position(radius * cos(theta) + 50, 0, radius * sin(theta) - 50); cylinder->colour(cv); cylinder->normal(radius * cos(theta) + 50, 90, radius * sin(theta) - 50); /*TR*/ cylinder->position(radius * cos(theta - Ogre::Math::PI / accuracy) + 50, 0, radius * sin(theta - Ogre::Math::PI / accuracy) - 50); cylinder->colour(cv); cylinder->normal(radius * cos(theta - Ogre::Math::PI / accuracy) + 50, 90, radius * sin(theta - Ogre::Math::PI / accuracy) - 50); /*TL*/ cylinder->position(radius * cos(theta) + 50, -90, radius * sin(theta) - 50); cylinder->colour(cv); cylinder->normal(radius * cos(theta) + 50, -91, radius * sin(theta) - 50); /*TR*/ cylinder->position(radius * cos(theta - Ogre::Math::PI / accuracy) + 50, -90, radius * sin(theta - Ogre::Math::PI / accuracy) - 50); cylinder->colour(cv); cylinder->normal(radius * cos(theta - Ogre::Math::PI / accuracy) + 50, -91, radius * sin(theta - Ogre::Math::PI / accuracy) - 50); cylinder->triangle(index, index + 1, 0); cylinder->triangle(1, index + 3, index + 2); cylinder->triangle(index, index + 2, index + 3); cylinder->triangle(index + 3, index + 1, index); index += 4; } cylinder->end(); free(name); return cylinder; }
Ogre::ManualObject * CCone::CreateCone(Ogre::Real Intensity) { Ogre::ManualObject *Cone = NULL; Ogre::SceneManager *SceneManager = Ogre::Root::getSingleton().getSceneManager("DynamicEffects"); Cone = SceneManager->createManualObject("Cone"); Cone->setDynamic(false); Cone->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST); Ogre::Real deltaAngle = (Ogre::Math::TWO_PI / m_BaseSegments); Ogre::Real deltaHeight = m_Height/(Ogre::Real)m_HeightSegments; Ogre::Vector3 Normal = Ogre::Vector3(m_Radius, m_Height, 0.f).normalisedCopy(); Ogre::Quaternion Quaternion; int Offset = 0; for (int HeightSegmentIndex = 0; HeightSegmentIndex <= m_HeightSegments; HeightSegmentIndex++) { Ogre::Real Radius = m_Radius * (1 - HeightSegmentIndex / (Ogre::Real)m_HeightSegments); for (int BaseSegmentIndex = 0; BaseSegmentIndex <= m_BaseSegments; BaseSegmentIndex++) { Ogre::Real x = Radius* cosf(BaseSegmentIndex * deltaAngle); Ogre::Real z = Radius * sinf(BaseSegmentIndex * deltaAngle); Cone->position(x, HeightSegmentIndex * deltaHeight, z); Cone->colour(Intensity, Intensity, 0.0, 1.0); Quaternion.FromAngleAxis(Ogre::Radian(-BaseSegmentIndex*deltaAngle), Ogre::Vector3::NEGATIVE_UNIT_Y); Cone->normal(Quaternion * Normal); Cone->textureCoord(BaseSegmentIndex / (Ogre::Real)m_BaseSegments, HeightSegmentIndex / (Ogre::Real)m_HeightSegments); if (HeightSegmentIndex != m_HeightSegments && BaseSegmentIndex != m_BaseSegments) { Cone->index(Offset + m_BaseSegments + 2); Cone->index(Offset); Cone->index(Offset + m_BaseSegments + 1); Cone->index(Offset + m_BaseSegments + 2); Cone->index(Offset + 1); Cone->index(Offset); } Offset++; } } int centerIndex = Offset; Cone->position(0,0,0); Cone->normal(Ogre::Vector3::NEGATIVE_UNIT_Y); Cone->textureCoord(0.0,1); Offset++; for (int BaseSegmentIndex=0; BaseSegmentIndex <= m_BaseSegments; BaseSegmentIndex++) { Ogre::Real x = m_Radius * cosf(BaseSegmentIndex*deltaAngle); Ogre::Real z = m_Radius * sinf(BaseSegmentIndex*deltaAngle); Cone->position(x, 0.0f, z); Cone->colour(Intensity, Intensity, 0.0, 0.0); Cone->normal(Ogre::Vector3::NEGATIVE_UNIT_Y); Cone->textureCoord(BaseSegmentIndex/(Ogre::Real)m_BaseSegments,0.0); if (BaseSegmentIndex != m_BaseSegments) { Cone->index(centerIndex); Cone->index(Offset); Cone->index(Offset+1); } Offset++; } Cone->end(); return Cone; }
Ogre::MeshPtr Loader::getMeshFromMdl(unsigned int id){ if(!models[id].isNull()){ return models[id]; } std::string name = "mesh"+Utils::toStr(id); std::ifstream stream; stream.open(("Models/"+name+".mdl").c_str(),std::ios::in|std::ios::binary); Ogre::ManualObject* obj = OgreFramework::getSingletonPtr()->m_pSceneMgr->createManualObject(); unsigned int texture, normalmap, vertices, indices; short endian; stream.read((char*)&endian,sizeof(short)); stream.read((char*)&texture,sizeof(unsigned int)); stream.read((char*)&normalmap,sizeof(unsigned int)); stream.read((char*)&vertices,sizeof(unsigned int)); stream.read((char*)&indices,sizeof(unsigned int)); float bounds[6];//{minX,minY,minZ,maxX,maxY,maxZ} stream.read((char*)bounds,sizeof(float)*6); std::string textureFName,normalMapFName; for(int i=0;i<texture;i++){ char c; stream.read((char*)&c,sizeof(char)); textureFName+=c; } if(normalmap>0){ for(int i=0;i<texture;i++){ char c; stream.read((char*)&c,sizeof(char)); normalMapFName+=c; } } if(normalmap>0) obj->begin("NormalMapTexture"); else obj->begin("PlainTexture"); float * arrayV = new float[vertices*(3+3+2)]; stream.read((char*)arrayV,sizeof(float)*(3+3+2)*vertices);//should also work - automatically grab ALL vertex data to array in one operation :) C++ is great for(int i=0;i<vertices;i++){ int ptr = i*(3+3+2); obj->position(arrayV[ptr],arrayV[ptr+1],arrayV[ptr+2]); obj->normal(arrayV[ptr+3],arrayV[ptr+4],arrayV[ptr+5]); obj->textureCoord(arrayV[ptr+6],arrayV[ptr+7]); } delete [] arrayV; unsigned int * arrayI = new unsigned int[indices]; stream.read((char*)arrayI,sizeof(unsigned int)*indices); for(int i=0;i<indices;i++){ obj->index(arrayI[i]); } delete [] arrayI; obj->end(); /*if(normalmap>0){ obj->setMaterialName("NormalMapTexture"); obj->addTextureAlias("normalmap",normalMapFName); } else{ obj->setMaterialName("OneTexture"); } obj->addTextureAlias("textura",textureFName);*/ OgreFramework::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(obj); Ogre::MeshPtr mesh = obj->convertToMesh(name); mesh->getSubMesh(0)->addTextureAlias("textura",textureFName);//TODO normalmap return mesh; /*Ogre::MeshPtr meshM = Ogre::MeshManager::getSingletonPtr()->createManual(name,"General"); unsigned int texture, normalmap, vertices, indices; short endian; stream.read((char*)&endian,sizeof(short)); stream.read((char*)&texture,sizeof(unsigned int)); stream.read((char*)&normalmap,sizeof(unsigned int)); stream.read((char*)&vertices,sizeof(unsigned int)); stream.read((char*)&indices,sizeof(unsigned int)); float bounds[6];//{minX,minY,minZ,maxX,maxY,maxZ} stream.read((char*)bounds,sizeof(float)*6); std::string textureFName,normalMapFName; for(int i=0;i<texture;i++){ char c; stream.read((char*)&c,sizeof(char)); textureFName+=c; } if(normalmap>0){ for(int i=0;i<texture;i++){ char c; stream.read((char*)&c,sizeof(char)); normalMapFName+=c; } } Ogre::SubMesh* mesh = meshM->createSubMesh(); // We first create a VertexData Ogre::VertexData* data = new Ogre::VertexData(); // Then, we link it to our Mesh/SubMesh : #ifdef SHARED_GEOMETRY meshM->sharedVertexData = data; #else mesh->useSharedVertices = false; // This value is 'true' by default mesh->vertexData = data; #endif // We have to provide the number of verteices we'll put into this Mesh/SubMesh data->vertexCount = vertices; // Then we can create our VertexDeclaration Ogre::VertexDeclaration* decl = data->vertexDeclaration; size_t offset = 0; decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION); offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3); decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_NORMAL); offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3); decl->addElement(0, offset, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES); offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);//you can't animate because one buffer Ogre::HardwareVertexBufferSharedPtr vbuf = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer( decl->getVertexSize(0), // This value is the size of a vertex in memory vertices, // The number of vertices you'll put into this buffer Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY // Properties ); float * arrayV = new float[vertices*(3+3+2)]; stream.read((char*)arrayV,sizeof(float)*(3+3+2)*vertices);//should also work - automatically grab ALL vertex data to array in one operation :) C++ is great vbuf->writeData(0, vbuf->getSizeInBytes(), arrayV, true); delete [] arrayV; // "data" is the Ogre::VertexData* we created before Ogre::VertexBufferBinding* bind = data->vertexBufferBinding; bind->setBinding(0, vbuf); Ogre::HardwareIndexBufferSharedPtr ibuf = Ogre::HardwareBufferManager::getSingleton().createIndexBuffer( Ogre::HardwareIndexBuffer::IT_16BIT, // You can use several different value types here indices, // The number of indices you'll put in that buffer Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY // Properties ); mesh->indexData->indexBuffer = ibuf; // The pointer to the index buffer mesh->indexData->indexCount = indices; // The number of indices we'll use mesh->indexData->indexStart = 0; unsigned int * arrayI = new unsigned int[indices]; stream.read((char*)arrayI,sizeof(unsigned int)*indices); ibuf->writeData(0, ibuf->getSizeInBytes(), arrayI, true); delete [] arrayI; if(normalmap>0){ mesh->setMaterialName("NormalMapTexture"); mesh->addTextureAlias("normalmap",normalMapFName); } else{ //mesh->setMaterialName("OneTexture"); } mesh->addTextureAlias("textura",textureFName); meshM->_setBounds(Ogre::AxisAlignedBox(bounds[0],bounds[1],bounds[2],bounds[3],bounds[4],bounds[5])); meshM->_setBoundingSphereRadius(std::max(bounds[3]-bounds[0], std::max(bounds[4]-bounds[1], bounds[5]-bounds[2]))/2.0f); meshM->load();//TODO need? return meshM;*/ }