Пример #1
0
	//-----------------------------------------------------------------------------
	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");
}
Пример #3
0
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();
}
Пример #4
0
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();
}
Пример #5
0
	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;
	}
Пример #6
0
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);
}
Пример #7
0
    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;
	}
Пример #8
0
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;
}
Пример #10
0
// 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);
    }
  */
}
Пример #11
0
// 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);
}