std::vector<Ogre::Vector3> OgreRecast::getManualObjectVertices(Ogre::ManualObject *manual) { std::vector<Ogre::Vector3> returnVertices; unsigned long thisSectionStart = 0; for (size_t i=0; i < manual->getNumSections(); i++) { Ogre::ManualObject::ManualObjectSection * section = manual->getSection(i); Ogre::RenderOperation * renderOp = section->getRenderOperation(); //Collect the vertices { const Ogre::VertexElement * vertexElement = renderOp->vertexData->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vertexBuffer = renderOp->vertexData->vertexBufferBinding->getBuffer(vertexElement->getSource()); char * verticesBuffer = (char*)vertexBuffer->lock(Ogre::HardwareBuffer::HBL_READ_ONLY); float * positionArrayHolder; thisSectionStart = returnVertices.size(); returnVertices.reserve(returnVertices.size() + renderOp->vertexData->vertexCount); for (unsigned int j=0; j<renderOp->vertexData->vertexCount; j++) { vertexElement->baseVertexPointerToElement(verticesBuffer + j * vertexBuffer->getVertexSize(), &positionArrayHolder); Ogre::Vector3 vertexPos = Ogre::Vector3(positionArrayHolder[0], positionArrayHolder[1], positionArrayHolder[2]); //vertexPos = (orient * (vertexPos * scale)) + position; returnVertices.push_back(vertexPos); } vertexBuffer->unlock(); } } return returnVertices; }
void OgreMeshRay::GetMeshInformation(const Ogre::ManualObject* manual, size_t& vertex_count, Ogre::Vector3*& vertices, size_t& index_count, unsigned long*& indices, const Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3& scale) { std::vector<Ogre::Vector3> returnVertices; std::vector<unsigned long> returnIndices; unsigned long thisSectionStart = 0; for (unsigned int i = 0, size = manual->getNumSections(); i < size; ++i) { Ogre::ManualObject::ManualObjectSection* section = manual->getSection( i); Ogre::RenderOperation* renderOp = section->getRenderOperation(); std::vector<Ogre::Vector3> pushVertices; //Collect the vertices { const Ogre::VertexElement* vertexElement = renderOp->vertexData->vertexDeclaration->findElementBySemantic( Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vertexBuffer = renderOp->vertexData->vertexBufferBinding->getBuffer( vertexElement->getSource()); char* verticesBuffer = static_cast<char*>(vertexBuffer->lock( Ogre::HardwareBuffer::HBL_READ_ONLY)); float* positionArrayHolder; thisSectionStart = returnVertices.size() + pushVertices.size(); pushVertices.reserve(renderOp->vertexData->vertexCount); for (unsigned int j = 0; j < renderOp->vertexData->vertexCount; ++j) { vertexElement->baseVertexPointerToElement( verticesBuffer + j * vertexBuffer->getVertexSize(), &positionArrayHolder); Ogre::Vector3 vertexPos = Ogre::Vector3(positionArrayHolder[0], positionArrayHolder[1], positionArrayHolder[2]); vertexPos = (orient * (vertexPos * scale)) + position; pushVertices.push_back(vertexPos); } vertexBuffer->unlock(); } //Collect the indices { if (renderOp->useIndexes) { Ogre::HardwareIndexBufferSharedPtr indexBuffer = renderOp->indexData->indexBuffer; if (indexBuffer.isNull() || renderOp->operationType != Ogre::RenderOperation::OT_TRIANGLE_LIST) { //No triangles here, so we just drop the collected vertices and move along to the next section. continue; } else { returnVertices.reserve( returnVertices.size() + pushVertices.size()); returnVertices.insert(returnVertices.end(), pushVertices.begin(), pushVertices.end()); } unsigned int* pLong = static_cast<unsigned int*>(indexBuffer->lock( Ogre::HardwareBuffer::HBL_READ_ONLY)); unsigned short* pShort = reinterpret_cast<unsigned short*>(pLong); returnIndices.reserve( returnIndices.size() + renderOp->indexData->indexCount); for (size_t j = 0; j < renderOp->indexData->indexCount; ++j) { unsigned long index; //We also have got to remember that for a multi section object, each section has //different vertices, so the indices will not be correct. To correct this, we //have to add the position of the first vertex in this section to the index //(At least I think so...) if (indexBuffer->getType() == Ogre::HardwareIndexBuffer::IT_32BIT) index = static_cast<unsigned long>(pLong[j]) + thisSectionStart; else index = static_cast<unsigned long>(pShort[j]) + thisSectionStart; returnIndices.push_back(index); } indexBuffer->unlock(); } } } //Now we simply return the data. index_count = returnIndices.size(); vertex_count = returnVertices.size(); vertices = new Ogre::Vector3[vertex_count]; for (unsigned long i = 0; i < vertex_count; ++i) vertices[i] = returnVertices[i]; indices = new unsigned long[index_count]; for (unsigned long i = 0; i < index_count; ++i) indices[i] = returnIndices[i]; //All done. return; }