void RigidObject::setSegmentIndex(int segment_ind) { segment_ind_ = segment_ind; Ogre::SubEntity *pSub = entity_->getSubEntity(0); // mark segment index for vertex shader pSub->setCustomParameter(1, Ogre::Vector4(segment_ind_, 0, 0, 0)); }
void LIRenAttachmentEntity::update_settings () { if (entity == NULL) return; entity->setCastShadows (object->get_shadow_casting ()); entity->setRenderQueueGroup (object->get_render_queue ()); // Set the custom parameters of subentities. const std::map<int, Ogre::Vector4>& params = object->get_custom_params (); for (size_t subent_idx = 0 ; subent_idx < entity->getNumSubEntities () ; ++subent_idx) { Ogre::SubEntity* subent = entity->getSubEntity (subent_idx); std::map<int, Ogre::Vector4>::const_iterator iter; for (iter = params.begin () ; iter != params.end () ; iter++) subent->setCustomParameter (iter->first, iter->second); } }
RigidObject::RigidObject(std::string file_name, Ogre::SceneManager *scene_manager, int segment_ind) : segment_ind_{ segment_ind }, scene_manager_{ scene_manager } { Ogre::MeshPtr object_mesh = render::loadMeshFromResource(file_name); entity_ = scene_manager_->createEntity(file_name); Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().getByName("textured"); std::stringstream ss; ss << "textured_" << segment_ind_; Ogre::MaterialPtr cloned_mat = mat->clone(ss.str()); Ogre::Pass *pass = cloned_mat->getTechnique(0)->getPass(0); Ogre::TextureUnitState *tex_unit = pass->createTextureUnitState(); Ogre::MaterialPtr tmp = Ogre::MaterialManager::getSingleton().getByName( object_mesh->getSubMesh(0)->getMaterialName()); tex_unit->setTextureName(tmp->getTechnique(0) ->getPass(0) ->getTextureUnitState(0) ->getTextureName()); entity_->setMaterial(cloned_mat); texture_name_ = tex_unit->getTextureName(); file_name_ = file_name; Ogre::SubEntity *pSub = entity_->getSubEntity(0); // mark segment index for vertex shader pSub->setCustomParameter(1, Ogre::Vector4(segment_ind_, 0, 0, 0)); visual_node_ = scene_manager_->getRootSceneNode()->createChildSceneNode(); visual_node_->attachObject(entity_); // store the vertex positions extractMeshPositions(object_mesh.get()); // std::cout << "extracted " << positions_.size() << " vertices\n"; // compute the bounding box computeBoundingBox(); }