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📄 ogrespheremeshcollisionshape.cpp

📁 opcode是功能强大
💻 CPP
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					for ( size_t k = 0; k < numTris*3; ++k)
					{
						faceBuf[index_offset++] = pLong[k] + static_cast<int>(offset);
					}
				}
				else
				{
					for ( size_t k = 0; k < numTris*3; ++k)
					{
						faceBuf[index_offset++] = static_cast<int>(pShort[k]) + static_cast<int>(offset);
					}
				}

				ibuf->unlock();
			}

			current_offset = next_offset;
		}
	}

void SphereMeshCollisionShape::createSphere(const std::string& strName, const float r, const int nRings, const int nSegments)
{
	MeshPtr pSphere = MeshManager::getSingleton().createManual(strName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	SubMesh *pSphereVertex = pSphere->createSubMesh();

	pSphere->sharedVertexData = new VertexData();
	VertexData* vertexData = pSphere->sharedVertexData;

	// define the vertex format
	VertexDeclaration* vertexDecl = vertexData->vertexDeclaration;
	size_t currOffset = 0;
	// positions
	vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_POSITION);
	currOffset += VertexElement::getTypeSize(VET_FLOAT3);
	// normals
	vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_NORMAL);
	currOffset += VertexElement::getTypeSize(VET_FLOAT3);
	// two dimensional texture coordinates
	vertexDecl->addElement(0, currOffset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
	currOffset += VertexElement::getTypeSize(VET_FLOAT2);

	// allocate the vertex buffer
	vertexData->vertexCount = (nRings + 1) * (nSegments+1);
	HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
	VertexBufferBinding* binding = vertexData->vertexBufferBinding;
	binding->setBinding(0, vBuf);
	float* pVertex = static_cast<float*>(vBuf->lock(HardwareBuffer::HBL_DISCARD));

	// allocate index buffer
	pSphereVertex->indexData->indexCount = 6 * nRings * (nSegments + 1);
	pSphereVertex->indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(HardwareIndexBuffer::IT_16BIT, pSphereVertex->indexData->indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
	HardwareIndexBufferSharedPtr iBuf = pSphereVertex->indexData->indexBuffer;
	unsigned short* pIndices = static_cast<unsigned short*>(iBuf->lock(HardwareBuffer::HBL_DISCARD));

	float fDeltaRingAngle = (PI / nRings);
	float fDeltaSegAngle = (2 * PI / nSegments);
	unsigned short wVerticeIndex = 0 ;

	// Generate the group of rings for the sphere
	for( int ring = 0; ring <= nRings; ring++ ) {
		float r0 = r * sinf (ring * fDeltaRingAngle);
		float y0 = r * cosf (ring * fDeltaRingAngle);

		// Generate the group of segments for the current ring
		for(int seg = 0; seg <= nSegments; seg++) {
			float x0 = r0 * sinf(seg * fDeltaSegAngle);
			float z0 = r0 * cosf(seg * fDeltaSegAngle);

			// Add one vertex to the strip which makes up the sphere
			*pVertex++ = x0;
			*pVertex++ = y0;
			*pVertex++ = z0;

			Vector3 vNormal = Vector3(x0, y0, z0).normalisedCopy();
			*pVertex++ = vNormal.x;
			*pVertex++ = vNormal.y;
			*pVertex++ = vNormal.z;

			*pVertex++ = (float) seg / (float) nSegments;
			*pVertex++ = (float) ring / (float) nRings;

			if (ring != nRings) {
                               // each vertex (except the last) has six indices pointing to it
				*pIndices++ = wVerticeIndex + nSegments + 1;
				*pIndices++ = wVerticeIndex;               
				*pIndices++ = wVerticeIndex + nSegments;
				*pIndices++ = wVerticeIndex + nSegments + 1;
				*pIndices++ = wVerticeIndex + 1;
				*pIndices++ = wVerticeIndex;
				wVerticeIndex ++;
			}
		}; // end for seg
	} // end for ring

	// Unlock
	vBuf->unlock();
	iBuf->unlock();
	// Generate face list
	pSphereVertex->useSharedVertices = true;

	// the original code was missing this line:
	pSphere->_setBounds( AxisAlignedBox( Vector3(-r, -r, -r), Vector3(r, r, r) ), false );
	pSphere->_setBoundingSphereRadius(r);
        // this line makes clear the mesh is loaded (avoids memory leaks)
        pSphere->load();
 }
	//------------------------------------------------------------------------
	/// <TODO: insert function description here>
	/// @param [in, out]  ent Entity *    <TODO: insert parameter description here>
	/// @return bool <TODO: insert return value description here>
	bool SphereMeshCollisionShape::load(const Ogre::String& name, SceneNode* scnNode, const float r, const int nRings, const int nSegments)
	{
		assert(!mVertexBuf && !mFaceBuf);

		createSphere(name , r, nRings, nSegments);

		mEntity = CollisionManager::getSingletonPtr()->getSceneManager()->createEntity(name,name);

		if (mEntity->hasSkeleton()) {
#ifdef BUILD_AGAINST_AZATHOTH
			mEntity->addSoftwareSkinningRequest(false);
#else
			mEntity->addSoftwareAnimationRequest(false);
#endif
		}

		mParentNode = scnNode;
		mFullTransform = mParentNode->_getFullTransform();
		//mParentNode->getWorldTransforms(&mFullTransform);
		return rebuild();
	}

	//------------------------------------------------------------------------
	/// <TODO: insert function description here>
	/// @return bool <TODO: insert return value description here>
	bool SphereMeshCollisionShape::rebuild()
	{
		assert(mEntity);

		// NOTE: Assuming presence or absence of skeleton hasn't changed!

		size_t vertex_count = 0;
		size_t index_count  = 0;
		countIndicesAndVertices(mEntity, index_count, vertex_count);

		// Re-Allocate space for the vertices and indices
		if (mVertexBuf && numVertices != vertex_count) {
			delete [] mVertexBuf;
			mVertexBuf = 0;
		}
		if (mFaceBuf && numFaces != index_count/3) {
			delete [] mFaceBuf;
			mFaceBuf = 0;
		}

		if (!mVertexBuf)
			mVertexBuf = new float[vertex_count * 3];
		if (!mFaceBuf)
			mFaceBuf = new size_t[index_count];

		convertMeshData(mEntity, mVertexBuf, vertex_count, mFaceBuf, index_count );

		numFaces = index_count / 3;
		numVertices = vertex_count;

		opcMeshAccess.SetNbTriangles(numFaces);
		opcMeshAccess.SetNbVertices(numVertices);
		opcMeshAccess.SetPointers((IceMaths::IndexedTriangle*)mFaceBuf, (IceMaths::Point*)mVertexBuf);
		//opcMeshAccess.SetStrides(sizeof(int) * 3, sizeof(float) * 3);

		return _rebuildFromCachedData();

	}

	//------------------------------------------------------------------------
	/// <TODO: insert function description here>
	/// @return bool <TODO: insert return value description here>
	bool SphereMeshCollisionShape::refit()
	{
		// bail if we don't need to refit
		if ( mShapeIsStatic )
			return true;

		assert(mEntity && mVertexBuf);

#ifdef _DEBUG
		size_t vertex_count = 0;
		size_t index_count  = 0;
		countIndicesAndVertices(mEntity, index_count, vertex_count);
		assert(numVertices == vertex_count);
#endif

		convertMeshData(mEntity, mVertexBuf, numVertices);

		return _refitToCachedData();
	}


	//------------------------------------------------------------------------
	/// <TODO: insert function description here>
	/// @return bool <TODO: insert return value description here>
	bool SphereMeshCollisionShape::_refitToCachedData()
	{
		assert(mEntity && mVertexBuf);

		// rebuild tree
		if (!opcModel.Refit())
		{
			LogManager::getSingleton().logMessage(
				"OgreOpcode::SphereMeshCollisionShape::_refitToCachedData(): OPCODE Quick refit not possible with the given tree type.");
			// Backup plan -- rebuild full tree
			opcMeshAccess.SetPointers((IceMaths::IndexedTriangle*)mFaceBuf, (IceMaths::Point*)mVertexBuf);
			Opcode::OPCODECREATE opcc;
			_prepareOpcodeCreateParams(opcc);
			opcModel.Build(opcc);
		}

		calculateSize();

		//computeIceABB();

		return true;
	}

	//------------------------------------------------------------------------
	/// <TODO: insert function description here>
	/// @return bool <TODO: insert return value description here>
	bool SphereMeshCollisionShape::_rebuildFromCachedData()
	{
		assert(mEntity && mVertexBuf && mFaceBuf);

		Opcode::OPCODECREATE opcc;
		_prepareOpcodeCreateParams(opcc);
		opcModel.Build(opcc);

		calculateSize();

		//computeIceABB();

		return true;
	}
}

//------------------------------------------------------------------------

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