Esempio n. 1
0
        private void CreateBuffers(ushort[] indices, short[] vertices)
        {
            var numIndices  = (uint)indices.Length;
            var numVertices = (uint)vertices.Length;

            _vertexDeclaration = HardwareBufferManager.Singleton.CreateVertexDeclaration();
            _vertexDeclaration.AddElement(0, 0, VertexElementType.VET_SHORT2, VertexElementSemantic.VES_POSITION);
            _ib = HardwareBufferManager.Singleton.CreateIndexBuffer(HardwareIndexBuffer.IndexType.IT_16BIT, numIndices, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);
            _vb = HardwareBufferManager.Singleton.CreateVertexBuffer(_vertexDeclaration.GetVertexSize(0), numVertices, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY, false);

            unsafe
            {
                fixed(ushort *x = indices)
                _ib.WriteData(0, numIndices * sizeof(ushort), x, true);

                fixed(short *x = vertices)
                _vb.WriteData(0, numVertices * sizeof(ushort), x, true);
            }

            var binding = new VertexBufferBinding();

            binding.SetBinding(0, _vb);

            VertexData             = new VertexData(_vertexDeclaration, binding);
            VertexData.vertexCount = numVertices;
            VertexData.vertexStart = 0;

            IndexData             = new IndexData();
            IndexData.indexBuffer = _ib;
            IndexData.indexCount  = numIndices;
            IndexData.indexStart  = 0;
        }
Esempio n. 2
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        private unsafe int ReadIndexData(int indexOffset, uint vertexOffset, IndexData indexData)
        {
            // get index data
            HardwareIndexBufferSharedPtr indexBuf = indexData.indexBuffer;

            HardwareIndexBuffer.IndexType indexType = indexBuf.Type;
            uint *  pLong  = (uint *)(indexBuf.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY));
            ushort *pShort = (ushort *)pLong;

            for (uint i = 0; i < indexData.indexCount; i++)
            {
                if (indexType == HardwareIndexBuffer.IndexType.IT_32BIT)
                {
                    _indices[indexOffset] = pLong[i] + vertexOffset;
                }
                else
                {
                    _indices[indexOffset] = pShort[i] + vertexOffset;
                }

                indexOffset++;
            }

            indexBuf.Unlock();
            // SGD :2013/6/8 13:42:42
            // 说明:销毁指针引用  防止.NET回收
            indexBuf.Dispose();
            return(indexOffset);
        }
Esempio n. 3
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        /// <summary>
        ///
        /// </summary>
        public void Remove()
        {
            if (!this.IsCreated)
            {
                return;
            }
            Mogre.MeshManager.Singleton.Remove(_mesh.Name);
            //_VClouds.SceneManager.RemoveEntity(_entity);
            _VClouds.SceneManager.DestroyEntity(_entity);
            _mesh         = null;
            _subMesh      = null;
            _vertexBuffer = null;
            _indexBuffer  = null;

            _vertices = null;

            this.IsCreated = false;
        }
Esempio n. 4
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        public virtual void CreateIndexBuffer(uint triaglecount,
                                              HardwareIndexBuffer.IndexType itype,
                                              HardwareBuffer.Usage usage,
                                              bool useShadowBuffer)
        {
            mvbuf.Unlock();
            mTriagleCount = triaglecount;
            mIndexType    = itype;
            mSubMesh.vertexData.vertexBufferBinding.SetBinding(0, mvbuf);
            mSubMesh.indexData.indexCount = mTriagleCount * 3;
            HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager.Singleton
                                                .CreateIndexBuffer(mIndexType, mTriagleCount * 3, usage, useShadowBuffer);

            mSubMesh.indexData.indexBuffer = ibuf;
            unsafe
            {
                pIBuffStart = ibuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD);
            }
        }
Esempio n. 5
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        public virtual void CreateIndexBufferForTriStrip(uint indexcount,
                                                         HardwareIndexBuffer.IndexType itype,
                                                         HardwareBuffer.Usage usage)
        {
            mvbuf.Unlock();
            mTriagleCount = 0;
            mIndexType    = itype;
            mSubMesh.vertexData.vertexBufferBinding.SetBinding(0, mvbuf);
            mSubMesh.indexData.indexCount = indexcount;
            HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager.Singleton
                                                .CreateIndexBuffer(mIndexType, indexcount, usage, false);

            mSubMesh.indexData.indexBuffer = ibuf;
            mSubMesh.operationType         = RenderOperation.OperationTypes.OT_TRIANGLE_STRIP;
            unsafe
            {
                pIBuffStart   = ibuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD);
                pIBuffLastPos = pIBuffStart;
            }
        }
Esempio n. 6
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    /**************** New Functions Begin ***************/
    /// <summary>
    /// Generate navmesh by entity
    /// </summary>
    /// <param name="ent">Ogre Entity</param>
    /// <returns>Navmesh</returns>

    public static Navmesh LoadNavmesh(Entity ent)
    {
        bool addedSharedVertex = false;

        vertices.Clear();
        faces.Clear();
        MeshPtr mesh = ent.GetMesh();

        Mesh.SubMeshIterator subIterator = mesh.GetSubMeshIterator();

        uint vertexNum    = 0;
        uint vertexOffset = mesh.sharedVertexData.vertexStart;

        MyVector3 <float>[]           verticeArray = new MyVector3 <float> [vertexNum];
        VertexElement                 posElem      = mesh.sharedVertexData.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION);
        HardwareVertexBufferSharedPtr vertexBuffer = mesh.sharedVertexData.vertexBufferBinding.GetBuffer(posElem.Source);

        while (subIterator.MoveNext())
        {
            SubMesh subMesh = subIterator.Current;

            VertexData vertexData = subMesh.useSharedVertices ? mesh.sharedVertexData : subMesh.vertexData;

            HardwareIndexBufferSharedPtr  indexBuffer = subMesh.indexData.indexBuffer;
            HardwareIndexBuffer.IndexType indexType   = indexBuffer.Type;
            uint indexCount = subMesh.indexData.indexCount;

            uint trisNum = indexCount / 3;

            uint[] indcies     = new uint[indexCount];
            uint   indexOffset = subMesh.indexData.indexStart;

            if (subMesh.useSharedVertices)
            {
                if (!addedSharedVertex)
                {
                    vertexNum        += mesh.sharedVertexData.vertexCount;
                    addedSharedVertex = true;
                }
            }
            else
            {
                vertexNum += subMesh.vertexData.vertexCount;
            }

            unsafe
            {
                uint *  pLong  = (uint *)(indexBuffer.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY));
                ushort *pShort = (ushort *)pLong;
                for (int i = 0; i < indexCount; i++)
                {
                    if (indexType == HardwareIndexBuffer.IndexType.IT_32BIT)
                    {
                        indcies[indexOffset] = pLong[i] + vertexNum;
                    }
                    else
                    {
                        indcies[indexOffset] = pShort[i] + vertexNum;
                    }
                    indexOffset++;
                }
            }

            int indexLength = indcies.Length / 3;
            for (int i = 0; i < indexLength; i++)
            {
                faces.Add(new MyVector3 <ushort>(
                              (ushort)indcies[i * 3 + 0],
                              (ushort)indcies[i * 3 + 1],
                              (ushort)indcies[i * 3 + 2]
                              ));
            }

            indexBuffer.Unlock();

            if (subMesh.vertexData != null)
            {
                vertexNum    = subMesh.vertexData.vertexCount;
                vertexOffset = subMesh.vertexData.vertexStart;
                verticeArray = new MyVector3 <float> [vertexNum];
                posElem      = subMesh.vertexData.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION);
                vertexBuffer = subMesh.vertexData.vertexBufferBinding.GetBuffer(posElem.Source);
                unsafe
                {
                    byte * vertexMemory = (byte *)vertexBuffer.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
                    float *pVertexBuffer;
                    for (int i = 0; i < vertexNum; i++)
                    {
                        posElem.BaseVertexPointerToElement(vertexMemory, &pVertexBuffer);
                        verticeArray[vertexOffset] = (new MyVector3 <float>(
                                                          pVertexBuffer[0],
                                                          pVertexBuffer[1],
                                                          pVertexBuffer[2]
                                                          ));
                        vertexMemory += vertexBuffer.VertexSize;
                        vertexOffset++;
                    }
                }
                for (int i = 0; i < verticeArray.Length; i++)
                {
                    vertices.Add(verticeArray[i]);
                }
                vertexBuffer.Unlock();
            }
        }

        vertexNum    = mesh.sharedVertexData.vertexCount;
        vertexOffset = mesh.sharedVertexData.vertexStart;
        verticeArray = new MyVector3 <float> [vertexNum];
        posElem      = mesh.sharedVertexData.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION);
        vertexBuffer = mesh.sharedVertexData.vertexBufferBinding.GetBuffer(posElem.Source);

        unsafe
        {
            byte * vertexMemory = (byte *)vertexBuffer.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
            float *pVertexBuffer;
            for (int i = 0; i < vertexNum; i++)
            {
                posElem.BaseVertexPointerToElement(vertexMemory, &pVertexBuffer);
                verticeArray[vertexOffset] = (new MyVector3 <float>(
                                                  pVertexBuffer[0],
                                                  pVertexBuffer[1],
                                                  pVertexBuffer[2]
                                                  ));
                vertexMemory += vertexBuffer.VertexSize;
                vertexOffset++;
            }
        }
        for (int i = 0; i < verticeArray.Length; i++)
        {
            vertices.Add(verticeArray[i]);
        }
        vertexBuffer.Unlock();

        return(GenerateNavmesh());
    }
Esempio n. 7
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        /// <summary>
        /// Convert Obj Model File to Ogre Mesh format
        /// </summary>
        /// <param name="fileStream">Obj File Stream</param>
        /// <returns>Ogre Mesh</returns>
        public MeshPtr ConvertObjToMesh(Stream fileStream)
        {
            List <Vector3> vertexObj = new List <Vector3>();
            List <Vector3> faceObj   = new List <Vector3>();

            float[] vertices;
            float[] faces;

            StreamReader reader = new StreamReader(fileStream);
            string       line;

            Regex           floatNumber  = new Regex(@"[\d\-][\d\.]*");
            Regex           ushortNumber = new Regex(@"\d+");
            MatchCollection matchList;

            while ((line = reader.ReadLine()) != null)
            {
                //Read vertices
                if (line.Substring(0, 2) == "v ")
                {
                    matchList = floatNumber.Matches(line);
                    float x = Convert.ToSingle(matchList[0].ToString());
                    float y = Convert.ToSingle(matchList[1].ToString());
                    float z = Convert.ToSingle(matchList[2].ToString());
                    vertexObj.Add(new Vector3(x, y, z));
                }

                //Read faces
                else if (line.Substring(0, 2) == "f ")
                {
                    //Error here where invalid indices were given. This is because the OBJ file started indexing the verts from 1 instead of 0.
                    matchList = ushortNumber.Matches(line);
                    int v1 = -1 + Convert.ToUInt16(matchList[0].ToString());
                    int v2 = -1 + Convert.ToUInt16(matchList[1].ToString());
                    int v3 = -1 + Convert.ToUInt16(matchList[2].ToString());
                    faceObj.Add(new Vector3((ushort)v1, (ushort)v2, (ushort)v3));
                }
            }

            int vertexNum = vertexObj.Count;

            vertices = new float[vertexNum * 3];
            for (int i = 0; i < vertexNum; i++)
            {
                vertices[i * 3 + 0] = vertexObj[i].x;
                vertices[i * 3 + 1] = vertexObj[i].y;
                vertices[i * 3 + 2] = vertexObj[i].z;
            }

            int faceNum = faceObj.Count;

            faces = new float[faceNum * 3];
            for (int i = 0; i < faceNum; i++)
            {
                faces[i * 3 + 0] = faceObj[i].x;
                faces[i * 3 + 1] = faceObj[i].y;
                faces[i * 3 + 2] = faceObj[i].z;
            }

            MeshPtr mesh    = MeshManager.Singleton.CreateManual("mesh1", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
            SubMesh subMesh = mesh.CreateSubMesh();

            mesh.sharedVertexData             = new VertexData();
            mesh.sharedVertexData.vertexCount = (uint)vertexObj.Count;

            VertexDeclaration   vdecl = mesh.sharedVertexData.vertexDeclaration;
            VertexBufferBinding vbind = mesh.sharedVertexData.vertexBufferBinding;

            vdecl.AddElement(0, 0, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            HardwareVertexBufferSharedPtr vertexBuff =
                HardwareBufferManager.Singleton.CreateVertexBuffer((uint)(3 * System.Runtime.InteropServices.Marshal.SizeOf(typeof(float))), (uint)vertexObj.Count, HardwareBuffer.Usage.HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

            unsafe
            {
                GCHandle handle  = GCHandle.Alloc(vertices, GCHandleType.Pinned);
                void *   pVertex = (void *)handle.AddrOfPinnedObject();
                vertexBuff.WriteData(0, vertexBuff.SizeInBytes, pVertex, true);
                handle.Free();
                vbind.SetBinding(0, vertexBuff);
            }
            HardwareIndexBufferSharedPtr indexBuff =
                HardwareBufferManager.Singleton.CreateIndexBuffer(HardwareIndexBuffer.IndexType.IT_32BIT, (uint)(3 * faceObj.Count), HardwareBuffer.Usage.HBU_STATIC, true);

            unsafe {
                GCHandle handle = GCHandle.Alloc(faces, GCHandleType.Pinned);
                void *   pFaces = (void *)handle.AddrOfPinnedObject();
                indexBuff.WriteData(0, indexBuff.SizeInBytes, pFaces, true);
                handle.Free();
            }

            subMesh.useSharedVertices     = true;
            subMesh.indexData.indexBuffer = indexBuff;
            subMesh.indexData.indexStart  = 0;
            subMesh.indexData.indexCount  = (uint)(3 * faceObj.Count);

            mesh._setBounds(new AxisAlignedBox(-100, -100, -100, 100, 100, 100));
            mesh.Touch();

            reader.Close();

            return(mesh);
        }
Esempio n. 8
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        private void CreateBuffers(ushort[] indices, short[] vertices)
        {
            var numIndices = (uint)indices.Length;
            var numVertices = (uint)vertices.Length;

            _vertexDeclaration = HardwareBufferManager.Singleton.CreateVertexDeclaration();
            _vertexDeclaration.AddElement(0, 0, VertexElementType.VET_SHORT2, VertexElementSemantic.VES_POSITION);
            _ib = HardwareBufferManager.Singleton.CreateIndexBuffer(HardwareIndexBuffer.IndexType.IT_16BIT, numIndices, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);
            _vb = HardwareBufferManager.Singleton.CreateVertexBuffer(_vertexDeclaration.GetVertexSize(0), numVertices, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY, false);

            unsafe
            {
                fixed (ushort* x = indices)
                    _ib.WriteData(0, numIndices * sizeof(ushort), x, true);

                fixed (short* x = vertices)
                    _vb.WriteData(0, numVertices * sizeof(ushort), x, true);
            }

            var binding = new VertexBufferBinding();
            binding.SetBinding(0, _vb);

            VertexData = new VertexData(_vertexDeclaration, binding);
            VertexData.vertexCount = numVertices;
            VertexData.vertexStart = 0;

            IndexData = new IndexData();
            IndexData.indexBuffer = _ib;
            IndexData.indexCount = numIndices;
            IndexData.indexStart = 0;
        }
Esempio n. 9
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        /// <summary>
        ///
        /// </summary>
        private unsafe void CreateGeometry()
        {
            int numVertices = this.Steps * this.Circles + 1;
            int numEule     = 6 * this.Steps * (this.Circles - 1) + 3 * this.Steps;

            // Vertex buffers
            this.SubMesh.vertexData             = new VertexData();
            this.SubMesh.vertexData.vertexStart = 0;
            this.SubMesh.vertexData.vertexCount = (uint)numVertices;

            VertexDeclaration   vdecl = this.SubMesh.vertexData.vertexDeclaration;
            VertexBufferBinding vbind = this.SubMesh.vertexData.vertexBufferBinding;

            uint offset = 0;

            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_TEXTURE_COORDINATES, 0);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT2, VertexElementSemantic.VES_TEXTURE_COORDINATES, 1);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT2);
            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT1, VertexElementSemantic.VES_TEXTURE_COORDINATES, 2);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT1);

            _vertexBuffer = HardwareBufferManager.Singleton.CreateVertexBuffer(offset, (uint)numVertices, HardwareBuffer.Usage.HBU_DYNAMIC_WRITE_ONLY);

            vbind.SetBinding(0, _vertexBuffer);

            int[] indexBuffer = new int[numEule];
            for (int k = 0; k < this.Steps; k++)
            {
                indexBuffer[k * 3]     = 0;
                indexBuffer[k * 3 + 1] = k + 1;

                if (k != this.Steps - 1)
                {
                    indexBuffer[k * 3 + 2] = k + 2;
                }
                else
                {
                    indexBuffer[k * 3 + 2] = 1;
                }
            }

            for (int y = 0; y < this.Circles - 1; y++)
            {
                for (int x = 0; x < this.Steps; x++)
                {
                    int twoface = (y * this.Steps + x) * 6 + 3 * this.Steps;

                    int p0 = 1 + y * this.Steps + x;
                    int p1 = 1 + y * this.Steps + x + 1;
                    int p2 = 1 + (y + 1) * this.Steps + x;
                    int p3 = 1 + (y + 1) * this.Steps + x + 1;

                    if (x == this.Steps - 1)
                    {
                        p1 -= x + 1;
                        p3 -= x + 1;
                    }

                    // First triangle
                    indexBuffer[twoface + 2] = p0;
                    indexBuffer[twoface + 1] = p1;
                    indexBuffer[twoface + 0] = p2;

                    // Second triangle
                    indexBuffer[twoface + 5] = p1;
                    indexBuffer[twoface + 4] = p3;
                    indexBuffer[twoface + 3] = p2;
                }
            }
            // Prepare buffer for indices
            _indexBuffer = HardwareBufferManager.Singleton.CreateIndexBuffer(Mogre.HardwareIndexBuffer.IndexType.IT_32BIT, (uint)numEule, HardwareBuffer.Usage.HBU_STATIC, true);
            //for(int z = 0; z < indexBuffer.Length;z++)
            //    LogManager.Singleton.Write("Index " + indexBuffer[z]);
            fixed(int *addr = &indexBuffer[0])
            {
                _indexBuffer.WriteData(0, _indexBuffer.SizeInBytes, addr, true);
            }

            // Set index buffer for this submesh
            this.SubMesh.indexData.indexBuffer = _indexBuffer;
            this.SubMesh.indexData.indexStart  = 0;
            this.SubMesh.indexData.indexCount  = (uint)numEule;

            // Create our internal buffer for manipulations
            _vertices = new PosUVVertex[1 + this.Steps * this.Circles];
        }
Esempio n. 10
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        //MeshPtr CreateMesh(string Name, string Group, IndexData IndexDataArg, VertexData VertexDataArg, AxisAlignedBox BoundingBox) {
        //    Mogre.Mesh  Mesh = Mogre.MeshManager.Singleton.CreateManual(Name, Group,null);
        //    SubMesh SubMesh = Mesh.CreateSubMesh();

        //    //Shallow copy the IndexBuffer argument into the SubMesh's indexData property
        //    SubMesh.indexData.indexBuffer = IndexDataArg.indexBuffer;
        //    SubMesh.indexData.indexCount = IndexDataArg.indexCount;

        //    //Deep copy the VertexData argument into the Mesh's sharedVertexData
        //    SubMesh.useSharedVertices = true;
        //    Mesh.sharedVertexData = new VertexData();
        //    Mesh.sharedVertexData.vertexBufferBinding.SetBinding(0, VertexDataArg.vertexBufferBinding.GetBuffer(0));
        //    Mesh.sharedVertexData.vertexDeclaration = VertexDataArg.vertexDeclaration.Clone();
        //    Mesh.sharedVertexData.vertexCount = VertexDataArg.vertexCount;

        //    Mesh._setBounds(BoundingBox);

        //    Mesh.Load();

        //    return Mesh;
        //}
        unsafe static public void CreateSphere(string strName, float r, int nRings, int nSegments)
        {
            MeshPtr pSphere       = Mogre.MeshManager.Singleton.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;
            uint currOffset = 0;

            // positions
            vertexDecl.AddElement(0, currOffset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            currOffset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            // normals
            vertexDecl.AddElement(0, currOffset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_NORMAL);
            currOffset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            // two dimensional texture coordinates
            vertexDecl.AddElement(0, currOffset, VertexElementType.VET_FLOAT2, VertexElementSemantic.VES_TEXTURE_COORDINATES, 0);
            currOffset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT2);

            // allocate the vertex buffer
            vertexData.vertexCount = (uint)((nRings + 1) * (nSegments + 1));
            HardwareVertexBufferSharedPtr vBuf    = HardwareBufferManager.Singleton.CreateVertexBuffer(vertexDecl.GetVertexSize(0), vertexData.vertexCount, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY, false);
            VertexBufferBinding           binding = vertexData.vertexBufferBinding;

            binding.SetBinding(0, vBuf);
            float *pVertex = (float *)vBuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD);

            // allocate index buffer
            pSphereVertex.indexData.indexCount  = (uint)(6 * nRings * (nSegments + 1));
            pSphereVertex.indexData.indexBuffer = HardwareBufferManager.Singleton.CreateIndexBuffer(Mogre.HardwareIndexBuffer.IndexType.IT_16BIT, pSphereVertex.indexData.indexCount, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY, false);
            HardwareIndexBufferSharedPtr iBuf = pSphereVertex.indexData.indexBuffer;
            ushort *pIndices = (ushort *)iBuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD);

            float  fDeltaRingAngle = (float)(Mogre.Math.PI / nRings);
            float  fDeltaSegAngle  = (float)(2 * Mogre.Math.PI / nSegments);
            ushort wVerticeIndex   = 0;

            // Generate the group of rings for the sphere
            for (int ring = 0; ring <= nRings; ring++)
            {
                float r0 = r * Mogre.Math.Sin(ring * fDeltaRingAngle);
                float y0 = r * Mogre.Math.Cos(ring * fDeltaRingAngle);

                // Generate the group of segments for the current ring
                for (int seg = 0; seg <= nSegments; seg++)
                {
                    float x0 = r0 * Mogre.Math.Sin(seg * fDeltaSegAngle);
                    float z0 = r0 * Mogre.Math.Cos(seg * fDeltaSegAngle);

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

                    Mogre.Vector3 vNormal = (new Mogre.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++ = (ushort)(wVerticeIndex + nSegments + 1);
                        *pIndices++ = wVerticeIndex;
                        *pIndices++ = (ushort)(wVerticeIndex + nSegments);
                        *pIndices++ = (ushort)(wVerticeIndex + nSegments + 1);
                        *pIndices++ = (ushort)(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(new AxisAlignedBox(new Mogre.Vector3(-r, -r, -r), new Mogre.Vector3(r, r, r)), false);
            pSphere._setBoundingSphereRadius(r);

            // this line makes clear the mesh is loaded (avoids memory leaks)
            pSphere.Load();
        }
        // Get the mesh information for the given mesh.
        // Code found on this forum link: http://www.ogre3d.org/wiki/index.php/RetrieveVertexData
        private static unsafe void GetMeshInformation(MeshPtr mesh, out uint vertex_count, out Vector3[] vertices, out uint index_count, out ulong[] indices, Vector3 position, Quaternion orient, Vector3 scale)
        {
            bool added_shared   = false;
            uint current_offset = 0;
            uint shared_offset  = 0;
            uint next_offset    = 0;
            uint index_offset   = 0;

            vertex_count = index_count = 0;

            // Calculate how many vertices and indices we're going to need
            for (ushort i = 0; i < mesh.NumSubMeshes; ++i)
            {
                SubMesh submesh = mesh.GetSubMesh(i);

                // We only need to add the shared vertices once
                if (submesh.useSharedVertices)
                {
                    if (!added_shared)
                    {
                        vertex_count += mesh.sharedVertexData.vertexCount;
                        added_shared  = true;
                    }
                }
                else
                {
                    vertex_count += submesh.vertexData.vertexCount;
                }

                // Add the indices
                index_count += submesh.indexData.indexCount;
            }

            // Allocate space for the vertices and indices
            vertices = new Vector3[vertex_count];
            indices  = new ulong[index_count];

            added_shared = false;

            // Run through the submeshes again, adding the data into the arrays
            for (ushort i = 0; i < mesh.NumSubMeshes; ++i)
            {
                SubMesh submesh = mesh.GetSubMesh(i);

                VertexData vertex_data = submesh.useSharedVertices ? mesh.sharedVertexData : submesh.vertexData;

                if ((!submesh.useSharedVertices) || (submesh.useSharedVertices && !added_shared))
                {
                    if (submesh.useSharedVertices)
                    {
                        added_shared  = true;
                        shared_offset = current_offset;
                    }

                    VertexElement posElem = vertex_data.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION);

                    HardwareVertexBufferSharedPtr vbuf = vertex_data.vertexBufferBinding.GetBuffer(posElem.Source);

                    byte *vertex = (byte *)vbuf.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);

                    // There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double
                    //  as second argument. So make it float, to avoid trouble when Ogre::Real will
                    //  be comiled/typedefed as double:
                    //      Ogre::Real* pReal;
                    float *preal;

                    for (uint j = 0; j < vertex_data.vertexCount; ++j, vertex += vbuf.VertexSize)
                    {
                        posElem.BaseVertexPointerToElement(vertex, &preal);
                        Vector3 pt = new Vector3(preal[0], preal[1], preal[2]);

                        vertices[current_offset + j] = (orient * (pt * scale)) + position;
                    }

                    vbuf.Unlock();
                    next_offset += vertex_data.vertexCount;
                }

                IndexData index_data = submesh.indexData;
                uint      numTris    = index_data.indexCount / 3;
                HardwareIndexBufferSharedPtr ibuf = index_data.indexBuffer;

                bool use32bitindexes = (ibuf.Type == HardwareIndexBuffer.IndexType.IT_32BIT);

                ulong * plong  = (ulong *)ibuf.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
                ushort *pshort = (ushort *)plong;
                uint    offset = submesh.useSharedVertices ? shared_offset : current_offset;

                if (use32bitindexes)
                {
                    for (uint k = 0; k < numTris * 3; ++k)
                    {
                        indices[index_offset++] = (ulong)plong[k] + (ulong)offset;
                    }
                }
                else
                {
                    for (uint k = 0; k < numTris * 3; ++k)
                    {
                        indices[index_offset++] = pshort[k] + (ulong)offset;
                    }
                }

                ibuf.Unlock();
                current_offset = next_offset;
            }
        }
        } // CreateTetrahedron

        unsafe static public void CreateTetrahedron2(string strName)
        {
            float  r         = 1f;
            int    nRings    = 8;
            int    nSegments = 8;
            Single scale     = 1;

            Mogre.Vector3 position     = new Mogre.Vector3();
            MeshPtr       pTetra       = MeshManager.Singleton.CreateManual(strName, ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
            SubMesh       pTetraVertex = pTetra.CreateSubMesh();

            pTetra.sharedVertexData = new VertexData();
            VertexData vertexData = pTetra.sharedVertexData;

            // define the vertex format
            VertexDeclaration vertexDecl = vertexData.vertexDeclaration;
            uint currOffset = 0;

            // positions
            vertexDecl.AddElement(0, currOffset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            currOffset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            // normals
            vertexDecl.AddElement(0, currOffset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_NORMAL);
            currOffset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            // two dimensional texture coordinates
            vertexDecl.AddElement(0, currOffset, VertexElementType.VET_FLOAT2, VertexElementSemantic.VES_TEXTURE_COORDINATES, 0);
            currOffset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT2);

            // allocate the vertex buffer
            vertexData.vertexCount = 4; //(uint)((nRings + 1) * (nSegments + 1));
            HardwareVertexBufferSharedPtr vBuf    = HardwareBufferManager.Singleton.CreateVertexBuffer(vertexDecl.GetVertexSize(0), vertexData.vertexCount, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY, false);
            VertexBufferBinding           binding = vertexData.vertexBufferBinding;

            binding.SetBinding(0, vBuf);
            float *pVertex = (float *)vBuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD);


            uint numIndexes = (uint)(6 * 4);

            // allocate index buffer
            pTetraVertex.indexData.indexCount  = numIndexes;
            pTetraVertex.indexData.indexBuffer = HardwareBufferManager.Singleton.CreateIndexBuffer(HardwareIndexBuffer.IndexType.IT_16BIT, pTetraVertex.indexData.indexCount, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY, false);
            HardwareIndexBufferSharedPtr iBuf = pTetraVertex.indexData.indexBuffer;
            ushort *pIndices = (ushort *)iBuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD);

            //float fDeltaRingAngle = (float)(Mogre.Math.PI / nRings);
            //float fDeltaSegAngle = (float)(2 * Mogre.Math.PI / nSegments);
            ushort wVerticeIndex = 0;

            // calculate corners of tetrahedron (with point of origin in middle of volume)
            Single mbot = scale * 0.2f;    // distance middle to bottom
            Single mtop = scale * 0.62f;   // distance middle to top
            Single mf   = scale * 0.289f;  // distance middle to front
            Single mb   = scale * 0.577f;  // distance middle to back
            Single mlr  = scale * 0.5f;    // distance middle to left right

            //               width / height / depth

            Mogre.Vector3[] c = new Mogre.Vector3[4];  // corners

            c[0] = new Mogre.Vector3(-mlr, -mbot, mf); // left bottom front
            c[1] = new Mogre.Vector3(mlr, -mbot, mf);  // right bottom front
            c[2] = new Mogre.Vector3(0, -mbot, -mb);   // (middle) bottom back
            c[3] = new Mogre.Vector3(0, mtop, 0);      // (middle) top (middle)

            // add position offset for all corners (move tetrahedron)
            for (Int16 i = 0; i <= 3; i++)
            {
                c[i] += position;
            }

            Mogre.Vector3 vNormal = new Mogre.Vector3();

            *pVertex++ = c[0].x;
            *pVertex++ = c[0].y;
            *pVertex++ = c[0].z;
            vNormal = (new Mogre.Vector3(c[0].x, c[0].y, c[0].z)).NormalisedCopy;
            *pVertex++  = vNormal.x;
            *pVertex++  = vNormal.y;
            *pVertex++  = vNormal.z;
            *pVertex++  = (float).25;
            *pVertex++  = (float).25;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = wVerticeIndex;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes);
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = (ushort)(wVerticeIndex + 1);
            *pIndices++ = wVerticeIndex;
            wVerticeIndex++;

            *pVertex++ = c[1].x;
            *pVertex++ = c[1].y;
            *pVertex++ = c[1].z;
            vNormal = (new Mogre.Vector3(c[1].x, c[1].y, c[1].z)).NormalisedCopy;
            *pVertex++  = vNormal.x;
            *pVertex++  = vNormal.y;
            *pVertex++  = vNormal.z;
            *pVertex++  = (float).50;
            *pVertex++  = (float).50;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = wVerticeIndex;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes);
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = (ushort)(wVerticeIndex + 1);
            *pIndices++ = wVerticeIndex;
            wVerticeIndex++;

            *pVertex++ = c[2].x;
            *pVertex++ = c[2].y;
            *pVertex++ = c[2].z;
            vNormal = (new Mogre.Vector3(c[2].x, c[2].y, c[2].z)).NormalisedCopy;
            *pVertex++  = vNormal.x;
            *pVertex++  = vNormal.y;
            *pVertex++  = vNormal.z;
            *pVertex++  = (float).75;
            *pVertex++  = (float).75;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = wVerticeIndex;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes);
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = (ushort)(wVerticeIndex + 1);
            *pIndices++ = wVerticeIndex;
            wVerticeIndex++;

            *pVertex++ = c[3].x;
            *pVertex++ = c[3].y;
            *pVertex++ = c[3].z;
            vNormal = (new Mogre.Vector3(c[3].x, c[3].y, c[3].z)).NormalisedCopy;
            *pVertex++  = vNormal.x;
            *pVertex++  = vNormal.y;
            *pVertex++  = vNormal.z;
            *pVertex++  = (float)1;
            *pVertex++  = (float)1;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = wVerticeIndex;
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes);
            *pIndices++ = (ushort)(wVerticeIndex + numIndexes + 1);
            *pIndices++ = (ushort)(wVerticeIndex + 1);
            *pIndices++ = wVerticeIndex;
            wVerticeIndex++;


            //manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            //manObTetra.Position(c[2]);
            //manObTetra.Position(c[1]);
            //manObTetra.Position(c[0]);
            //manObTetra.Triangle(0, 1, 2);
            //manObTetra.End();
            //// create right back side
            //manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            //manObTetra.Position(c[1]);
            //manObTetra.Position(c[2]);
            //manObTetra.Position(c[3]);
            //manObTetra.Triangle(0, 1, 2);
            //manObTetra.End();
            //// create left back side
            //manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            //manObTetra.Position(c[3]);
            //manObTetra.Position(c[2]);
            //manObTetra.Position(c[0]);
            //manObTetra.Triangle(0, 1, 2);
            //manObTetra.End();
            //// create front side
            //manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            //manObTetra.Position(c[0]);
            //manObTetra.Position(c[1]);
            //manObTetra.Position(c[3]);
            //manObTetra.Triangle(0, 1, 2);
            //manObTetra.End();
            //return manObTetra;



            //// Generate the group of rings for the sphere
            //for (int ring = 0; ring <= nRings; ring++)
            //{
            //    float r0 = r * Mogre.Math.Sin(ring * fDeltaRingAngle);
            //    float y0 = r * Mogre.Math.Cos(ring * fDeltaRingAngle);

            //    // Generate the group of segments for the current ring
            //    for (int seg = 0; seg <= nSegments; seg++)
            //    {
            //        float x0 = r0 * Mogre.Math.Sin(seg * fDeltaSegAngle);
            //        float z0 = r0 * Mogre.Math.Cos(seg * fDeltaSegAngle);

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

            //        Mogre.Vector3 vNormal = (new Mogre.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++ = (ushort)(wVerticeIndex + nSegments + 1);
            //            *pIndices++ = wVerticeIndex;
            //            *pIndices++ = (ushort)(wVerticeIndex + nSegments);
            //            *pIndices++ = (ushort)(wVerticeIndex + nSegments + 1);
            //            *pIndices++ = (ushort)(wVerticeIndex + 1);
            //            *pIndices++ = wVerticeIndex;
            //            wVerticeIndex++;
            //        }
            //    }; // end for seg
            //} // end for ring

            // Unlock
            vBuf.Unlock();
            iBuf.Unlock();

            // Generate face list
            pTetraVertex.useSharedVertices = true;

            // the original code was missing this line:
            pTetra._setBounds(new AxisAlignedBox(new Mogre.Vector3(-r, -r, -r), new Mogre.Vector3(r, r, r)), false);
            pTetra._setBoundingSphereRadius(r);

            // this line makes clear the mesh is loaded (avoids memory leaks)
            pTetra.Load();
        }
Esempio n. 13
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        public unsafe void createMesh()
        {
            /// Create the mesh via the MeshManager
            MeshPtr msh = MeshManager.Singleton.CreateManual("ColourCube", "General");

            /// Create one submesh
            SubMesh sub = msh.CreateSubMesh();

            /// Define the vertices (8 vertices, each consisting of 2 groups of 3 floats
            //const int nVertices = 8;
            //int row = recordno;
            // int col = demcol;
            int  row  = recordno;
            int  col  = 1100;
            int  step = 10;
            int  vbufCount;
            uint nVertices = (uint)(col * row);

            float[] vertices = CreateVertices(row, col, step, out vbufCount);


            /// Define 12 triangles (two triangles per cube face)
            /// The values in this table refer to vertices in the above table
            uint ibufCount;

            ushort[] faces = CreateFaces(row, col, out ibufCount);

            /// Create vertex data structure for 8 vertices shared between submeshes
            msh.sharedVertexData             = new VertexData();
            msh.sharedVertexData.vertexCount = nVertices;

            /// Create declaration (memory format) of vertex data
            VertexDeclaration decl = msh.sharedVertexData.vertexDeclaration;
            uint offset            = 0;

            // 1st buffer
            decl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            decl.AddElement(0, offset, VertexElementType.VET_FLOAT2, VertexElementSemantic.VES_TEXTURE_COORDINATES);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT2);
            /// Allocate vertex buffer of the requested number of vertices (vertexCount)
            /// and bytes per vertex (offset)
            HardwareVertexBufferSharedPtr vbuf =
                HardwareBufferManager.Singleton.CreateVertexBuffer(offset, msh.sharedVertexData.vertexCount,
                                                                   HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);


            /// Upload the vertex data to the card
            fixed(void *p = vertices)
            {
                vbuf.WriteData(0, vbuf.SizeInBytes, p, true);// writeData(0, vbuf->getSizeInBytes(), vertices, true);
            }

            /// Set vertex buffer binding so buffer 0 is bound to our vertex buffer
            VertexBufferBinding bind = msh.sharedVertexData.vertexBufferBinding;//  msh->sharedVertexData->vertexBufferBinding;

            bind.SetBinding(0, vbuf);

            /// Allocate index buffer of the requested number of vertices (ibufCount)
            HardwareIndexBufferSharedPtr ibuf =
                HardwareBufferManager.Singleton.CreateIndexBuffer(HardwareIndexBuffer.IndexType.IT_16BIT,
                                                                  ibufCount, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);

            /// Upload the index data to the card
            fixed(void *p = faces)
            {
                ibuf.WriteData(0, ibuf.SizeInBytes, p, true);
            }

            /// Set parameters of the submesh
            sub.useSharedVertices     = true;
            sub.indexData.indexBuffer = ibuf;
            sub.indexData.indexCount  = ibufCount;
            sub.indexData.indexStart  = 0;

            /// Set bounding information (for culling)
            msh._setBounds(new AxisAlignedBox(min, max));
            // msh._setBoundingSphereRadius(Mogre.Math.Sqrt(3 * 100 * 100));

            /// Notify Mesh object that it has been loaded
            msh.Load();
        }
Esempio n. 14
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        /// <summary>
        ///
        /// </summary>
        private unsafe void CreateGeometry()
        {
            // Vertex buffers
            _subMesh.vertexData             = new VertexData();
            _subMesh.vertexData.vertexStart = 0;
            _subMesh.vertexData.vertexCount = (uint)_vertexCount;

            VertexDeclaration   vdecl = _subMesh.vertexData.vertexDeclaration;
            VertexBufferBinding vbind = _subMesh.vertexData.vertexBufferBinding;

            uint offset = 0;

            // Position
            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            // 3D coords
            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_TEXTURE_COORDINATES, 0);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            // Noise coords
            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT2, VertexElementSemantic.VES_TEXTURE_COORDINATES, 1);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT2);
            // Opacity
            vdecl.AddElement(0, offset, VertexElementType.VET_FLOAT1, VertexElementSemantic.VES_TEXTURE_COORDINATES, 2);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT1);

            _vertexBuffer = HardwareBufferManager.Singleton.CreateVertexBuffer(
                offset, (uint)_vertexCount,
                HardwareBuffer.Usage.HBU_DYNAMIC_WRITE_ONLY);

            vbind.SetBinding(0, _vertexBuffer);

            int[] indexbuffer = new int[_numberOfTriangles * 3];

            int IndexOffset  = 0;
            int VertexOffset = 0;

            // C
            for (int k = 0; k < _nc; k++)
            {
                // First triangle
                indexbuffer[IndexOffset]     = VertexOffset;
                indexbuffer[IndexOffset + 1] = VertexOffset + 1;
                indexbuffer[IndexOffset + 2] = VertexOffset + 3;

                // Second triangle
                indexbuffer[IndexOffset + 3] = VertexOffset;
                indexbuffer[IndexOffset + 4] = VertexOffset + 3;
                indexbuffer[IndexOffset + 5] = VertexOffset + 2;

                IndexOffset  += 6;
                VertexOffset += 4;
            }
            // B
            for (int k = 0; k < _nb; k++)
            {
                // First triangle
                indexbuffer[IndexOffset]     = VertexOffset;
                indexbuffer[IndexOffset + 1] = VertexOffset + 1;
                indexbuffer[IndexOffset + 2] = VertexOffset + 3;

                // Second triangle
                indexbuffer[IndexOffset + 3] = VertexOffset;
                indexbuffer[IndexOffset + 4] = VertexOffset + 3;
                indexbuffer[IndexOffset + 5] = VertexOffset + 2;

                // Third triangle
                indexbuffer[IndexOffset + 6] = VertexOffset + 2;
                indexbuffer[IndexOffset + 7] = VertexOffset + 3;
                indexbuffer[IndexOffset + 8] = VertexOffset + 5;

                // Fourth triangle
                indexbuffer[IndexOffset + 9]  = VertexOffset + 2;
                indexbuffer[IndexOffset + 10] = VertexOffset + 5;
                indexbuffer[IndexOffset + 11] = VertexOffset + 4;

                IndexOffset  += 12;
                VertexOffset += 6;
            }

            // A
            for (int k = 0; k < _na; k++)
            {
                // First triangle
                indexbuffer[IndexOffset]     = VertexOffset;
                indexbuffer[IndexOffset + 1] = VertexOffset + 1;
                indexbuffer[IndexOffset + 2] = VertexOffset + 3;

                // Second triangle
                indexbuffer[IndexOffset + 3] = VertexOffset;
                indexbuffer[IndexOffset + 4] = VertexOffset + 3;
                indexbuffer[IndexOffset + 5] = VertexOffset + 2;

                // Third triangle
                indexbuffer[IndexOffset + 6] = VertexOffset + 2;
                indexbuffer[IndexOffset + 7] = VertexOffset + 3;
                indexbuffer[IndexOffset + 8] = VertexOffset + 5;

                // Fourth triangle
                indexbuffer[IndexOffset + 9]  = VertexOffset + 2;
                indexbuffer[IndexOffset + 10] = VertexOffset + 5;
                indexbuffer[IndexOffset + 11] = VertexOffset + 4;

                // Fifth triangle
                indexbuffer[IndexOffset + 12] = VertexOffset + 4;
                indexbuffer[IndexOffset + 13] = VertexOffset + 5;
                indexbuffer[IndexOffset + 14] = VertexOffset + 6;

                IndexOffset  += 15;
                VertexOffset += 7;
            }
            // Prepare buffer for indices
            _indexBuffer =
                HardwareBufferManager.Singleton.CreateIndexBuffer(Mogre.HardwareIndexBuffer.IndexType.IT_32BIT,
                                                                  (uint)_numberOfTriangles * 3, HardwareBuffer.Usage.HBU_STATIC, true);
            fixed(int *addr = &indexbuffer[0])
            {
                _indexBuffer.WriteData(
                    0, _indexBuffer.SizeInBytes, addr, true);
            }

            //indexbufferArr = null;

            // Set index buffer for this submesh
            _subMesh.indexData.indexBuffer = _indexBuffer;
            _subMesh.indexData.indexStart  = 0;
            _subMesh.indexData.indexCount  = (uint)_numberOfTriangles * 3;

            // Create our internal buffer for manipulations
            _vertices = new Vertex[_vertexCount];
            // Update geometry
            UpdateGeometry();
        }
Esempio n. 15
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        private unsafe void createCube(string name, Mogre.Vector3 gpose, double d)
        {
            MeshPtr msh  = MeshManager.Singleton.CreateManual(name, "General");
            SubMesh sub1 = msh.CreateSubMesh("1");

            const float sqrt13    = 0.577350269f; /* sqrt(1/3) */
            const int   nVertices = 8;
            const int   vbufCount = 3 * 2 * nVertices;

            float[] vertices = new float[vbufCount] {
                (float)(gpose.x - d / 2), (float)(gpose.y + d / 2), (float)(gpose.z - d / 2), //0 position
                -sqrt13, sqrt13, -sqrt13,                                                     //0 normal A
                (float)(gpose.x + d / 2), (float)(gpose.y + d / 2), (float)(gpose.z - d / 2), //1 position
                sqrt13, sqrt13, -sqrt13,                                                      //1 normal B
                (float)(gpose.x + d / 2), (float)(gpose.y - d / 2), (float)(gpose.z - d / 2), //2 position
                sqrt13, -sqrt13, -sqrt13,                                                     //2 normal F
                (float)(gpose.x - d / 2), (float)(gpose.y - d / 2), (float)(gpose.z - d / 2), //3 position
                -sqrt13, -sqrt13, -sqrt13,                                                    //3 normal H
                (float)(gpose.x - d / 2), (float)(gpose.y + d / 2), (float)(gpose.z + d / 2),
                -sqrt13, sqrt13, sqrt13,                                                      //4 normal C
                (float)(gpose.x + d / 2), (float)(gpose.y + d / 2), (float)(gpose.z + d / 2),
                sqrt13, sqrt13, sqrt13,                                                       //5 normal D
                (float)(gpose.x + d / 2), (float)(gpose.y - d / 2), (float)(gpose.z + d / 2),
                sqrt13, -sqrt13, sqrt13,                                                      //6 normal E
                (float)(gpose.x - d / 2), (float)(gpose.y - d / 2), (float)(gpose.z + d / 2),
                -sqrt13, -sqrt13, sqrt13,                                                     //7 normal G
            };

            const int ibufCount = 36;

            ushort[] faces = new ushort[ibufCount] {
                //back
                0, 2, 3,
                0, 1, 2,
                //right
                1, 6, 2,
                1, 5, 6,
                //front
                4, 6, 5,
                4, 7, 6,
                //left
                0, 7, 4,
                0, 3, 7,
                //top
                0, 5, 1,
                0, 4, 5,
                //bottom
                2, 7, 3,
                2, 6, 7
            };

            sub1.vertexData             = new VertexData();
            sub1.vertexData.vertexCount = nVertices;

            VertexDeclaration decl = sub1.vertexData.vertexDeclaration;
            uint offset            = 0;

            //position
            decl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            //normal
            decl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_NORMAL);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);

            HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager.Singleton.CreateVertexBuffer(offset, sub1.vertexData.vertexCount, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);
            VertexBufferBinding           bind = sub1.vertexData.vertexBufferBinding;

            void *pVertices;

            fixed(float *pFVertice = vertices)
            {
                pVertices = (void *)pFVertice;
            }

            vbuf.WriteData(0, vbuf.SizeInBytes, pVertices, true);
            bind.SetBinding(0, vbuf);

            void *pFaces;

            fixed(ushort *pUFaces = faces)
            {
                pFaces = (void *)pUFaces;
            }

            HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager.Singleton.CreateIndexBuffer(HardwareIndexBuffer.IndexType.IT_16BIT, ibufCount, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);

            ibuf.WriteData(0, ibuf.SizeInBytes, pFaces, true);

            sub1.useSharedVertices     = false;
            sub1.indexData.indexBuffer = ibuf;
            sub1.indexData.indexCount  = ibufCount;
            sub1.indexData.indexStart  = 0;

            sub1.SetMaterialName("Examples/10PointBlock");

            msh._setBounds(new AxisAlignedBox(-100, -100, -100, 100, 100, 100));
            msh._setBoundingSphereRadius(Mogre.Math.Sqrt(3 * 100 * 100));

            msh.Load();
        }
Esempio n. 16
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        // Get the mesh information for the given mesh.
        // Code found on this forum link: http://www.ogre3d.org/wiki/index.php/RetrieveVertexData
        private static unsafe void GetMeshInformation(MeshPtr mesh, out Vector3[] vertices, out int[] indices, Vector3 position, Quaternion orient, Vector3 scale)
        {
            bool addedShared = false;
            int  currentOffset = 0, sharedOffset = 0, nextOffset = 0, indexOffset = 0;

            int vertexCount = 0, indexCount = 0;

            // Calculate how many vertices and indices we're going to need
            for (ushort i = 0; i < mesh.NumSubMeshes; ++i)
            {
                SubMesh submesh = mesh.GetSubMesh(i);

                // We only need to add the shared vertices once
                if (submesh.useSharedVertices)
                {
                    if (!addedShared)
                    {
                        vertexCount += (int)mesh.sharedVertexData.vertexCount;
                        addedShared  = true;
                    }
                }
                else
                {
                    vertexCount += (int)submesh.vertexData.vertexCount;
                }

                // Add the indices
                indexCount += (int)submesh.indexData.indexCount;
            }

            // Allocate space for the vertices and indices
            vertices = new Vector3[vertexCount];
            indices  = new int[indexCount];

            addedShared = false;

            // Run through the submeshes again, adding the data into the arrays
            for (ushort i = 0; i < mesh.NumSubMeshes; ++i)
            {
                SubMesh submesh = mesh.GetSubMesh(i);

                VertexData vertexData = submesh.useSharedVertices ? mesh.sharedVertexData : submesh.vertexData;

                if ((!submesh.useSharedVertices) || (submesh.useSharedVertices && !addedShared))
                {
                    if (submesh.useSharedVertices)
                    {
                        addedShared  = true;
                        sharedOffset = currentOffset;
                    }

                    VertexElement posElem = vertexData.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION);
                    System.Diagnostics.Debug.Assert(posElem.Type == VertexElementType.VET_FLOAT3);

                    using (HardwareVertexBufferSharedPtr vbuf = vertexData.vertexBufferBinding.GetBuffer(posElem.Source))
                    {
                        byte * vertex = (byte *)vbuf.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
                        float *preal;

                        for (uint j = 0; j < vertexData.vertexCount; ++j, vertex += vbuf.VertexSize)
                        {
                            posElem.BaseVertexPointerToElement(vertex, &preal);
                            Vector3 pt = new Vector3(preal[0], preal[1], preal[2]);

                            vertices[currentOffset + j] = (orient * (pt * scale)) + position;
                        }

                        vbuf.Unlock();
                    }

                    nextOffset += (int)vertexData.vertexCount;
                }

                IndexData indexData = submesh.indexData;

                using (HardwareIndexBufferSharedPtr ibuf = indexData.indexBuffer)
                {
                    bool use32bitindexes = ibuf.Type == HardwareIndexBuffer.IndexType.IT_32BIT;

                    int *   plong  = (int *)ibuf.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
                    ushort *pshort = (ushort *)plong;
                    int     offset = submesh.useSharedVertices ? sharedOffset : currentOffset;

                    if (use32bitindexes)
                    {
                        for (uint k = 0; k < indexData.indexCount; ++k)
                        {
                            indices[indexOffset++] = plong[k] + offset;
                        }
                    }
                    else
                    {
                        for (uint k = 0; k < indexData.indexCount; ++k)
                        {
                            indices[indexOffset++] = pshort[k] + offset;
                        }
                    }

                    ibuf.Unlock();
                }

                currentOffset = nextOffset;
            }
        }