📄 ogrespheremeshcollisionshape.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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