예제 #1
0
        //增加读取纹理坐标
        private unsafe uint ReadVertexData(uint vertexOffset, VertexData vertexData)
        {
            VertexElement posElem = vertexData.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION);
            HardwareVertexBufferSharedPtr vertexBuffer = vertexData.vertexBufferBinding.GetBuffer(posElem.Source);
            byte * vertexMemory = (byte *)vertexBuffer.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
            float *pElem;
            bool   needrecomputeVertex = false;

            if (this._quaoffset != Quaternion.IDENTITY || this._posoffset != Vector3.ZERO)
            {
                needrecomputeVertex = true;
            }
            //texture
            if (_readTextureCoordinate)
            {
                ReadTextureCoordData(vertexOffset, vertexMemory, vertexBuffer.VertexSize, vertexData);
            }

            if (needrecomputeVertex)
            {
                for (uint i = 0; i < vertexData.vertexCount; i++)
                {
                    posElem.BaseVertexPointerToElement(vertexMemory, &pElem);
                    Vector3 point = new Vector3(pElem[0], pElem[1], pElem[2]);
                    // vertices[current_offset + j] = (orientation * (pt * scale)) + position;
                    _vertices[vertexOffset] = GetVextexTrans(point, this._quaoffset, this._scale, this._posoffset); //point * this.scale;
                    vertexMemory           += vertexBuffer.VertexSize;
                    vertexOffset++;
                }
            }
            else
            {
                for (uint i = 0; i < vertexData.vertexCount; i++)
                {
                    posElem.BaseVertexPointerToElement(vertexMemory, &pElem);
                    Vector3 point = new Vector3(pElem[0], pElem[1], pElem[2]);
                    _vertices[vertexOffset] = point * this._scale;
                    vertexMemory           += vertexBuffer.VertexSize;
                    vertexOffset++;
                }
            }

            vertexBuffer.Unlock();
            // SGD :2013/6/8 13:43:51
            // 说明:销毁指针引用 防止.NET回收
            vertexBuffer.Dispose();
            return(vertexOffset);
        }
예제 #2
0
        private unsafe uint ReadVertexData(uint vertexOffset, VertexData vertexData)
        {
            VertexElement posElem = vertexData.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION);
            HardwareVertexBufferSharedPtr vertexBuffer = vertexData.vertexBufferBinding.GetBuffer(posElem.Source);
            byte * vertexMemory = (byte *)vertexBuffer.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
            float *pElem;

            for (uint i = 0; i < vertexData.vertexCount; i++)
            {
                posElem.BaseVertexPointerToElement(vertexMemory, &pElem);

                Vector3 point = new Vector3(pElem[0], pElem[1], pElem[2]);
                vertices[vertexOffset] = point * this.scale;
                vertexMemory          += vertexBuffer.VertexSize;
                vertexOffset++;
            }

            vertexBuffer.Unlock();
            return(vertexOffset);
        }
예제 #3
0
        // SGD :2013/6/18 15:02:51
        // 说明:顶点纹理坐标
        private unsafe void ReadTextureCoordData(uint vertexOffset, byte *vertexBuffer_Lock, uint vertexBuffer_VertexSize, VertexData vertexData)
        {
            VertexElement texElem = vertexData.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_TEXTURE_COORDINATES);
            float *       tReal;

            if (texElem == null)
            {
                for (uint i = 0; i < vertexData.vertexCount; i++)
                {
                    this._textureCroodnitas[vertexOffset + i] = new Vector2(0f, 0f);
                }
            }
            else
            {
                //byte* vextex = vertexBuffer_Lock;
                //for (uint i = 0; i < vertexData.vertexCount; i++) {
                //    texElem.BaseVertexPointerToElement(vextex, &tReal);
                //    this._textureCroodnitas[vertexOffset + i] = new Vector2(tReal[0], tReal[1]);
                //    vextex += vertexBuffer_VertexSize;
                //}
                //读取纹理坐标修正 2013/12/18
                VertexData vertex_data = vertexData;
                HardwareVertexBufferSharedPtr vbufPtr_tex = vertex_data.vertexBufferBinding.GetBuffer(texElem.Source);
                byte *vertex_tex = (byte *)vbufPtr_tex.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY);
                for (uint i = 0; i < vertex_data.vertexCount; ++i, /*vertex += vbufPtr.VertexSize,*/ vertex_tex += vbufPtr_tex.VertexSize)
                {
                    //posElem.BaseVertexPointerToElement(vertex, &pReal);
                    texElem.BaseVertexPointerToElement(vertex_tex, &tReal);
                    this._textureCroodnitas[vertexOffset + i] = new Vector2(tReal[0], tReal[1]);
                    vertex_tex += vertexBuffer_VertexSize;
                    //Vector3 pt = new Vector3(pReal[0], pReal[1], pReal[2]);
                    //vertices[current_offset + j] = (orientation * (pt * scale)) + position;
                    //tex_Cors[current_offset + j] = new Vector2(tReal[0], tReal[1]);
                }
                vbufPtr_tex.Unlock();
                vbufPtr_tex.Dispose();
            }
        }
예제 #4
0
        private void _populateVertexBuffer()
        {
            unsafe
            {
                // lock the buffer if we haven't already.
                if (mVertexBufferPtr == null)
                {
                    // Note that locking with HBL_DISCARD will give us new, blank memory.
                    mVertexBufferPtr = (QuickGUIVertex *)mVertexBuffer.Lock(HardwareVertexBuffer.LockOptions.HBL_DISCARD);
                }

                int vertexCount = 0;

                foreach (QuickGUIQuad q in mRenderList)
                {
                    // for each quad, add its 6 vertices to the buffer
                    for (int vertIndex = 0; vertIndex < QuickGUIQuad.VERTEX_PER_QUAD; ++vertIndex)
                    {
                        QuickGUIVertex v = q.getVertex(vertIndex);
                        mVertexBufferPtr[vertIndex].pos = v.pos;
                        mRenderSystem.ConvertColourValue(ColourValue.White, out mVertexBufferPtr[vertIndex].color);
                        mVertexBufferPtr[vertIndex].uv = v.uv;

                        ++vertexCount;
                    }

                    mVertexBufferPtr += QuickGUIQuad.VERTEX_PER_QUAD;
                }

                mVertexBuffer.Unlock();
                mVertexBufferPtr = null;

                mVertexBufferUsage = vertexCount;

                mRenderListDirty = false;
            }
        }
예제 #5
0
    /**************** 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());
    }
예제 #6
0
 public virtual void CreateVertexBuffer(uint numVerts, HardwareBuffer.Usage usage, bool useShadowBuffer)
 {
     mVertexSize = offset;
     mNumVerts = numVerts;
     mvbuf = HardwareBufferManager.Singleton.CreateVertexBuffer(
             mVertexSize, mNumVerts, usage, useShadowBuffer);
     unsafe
     {
         pVBuffStart = mvbuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD);
     }
 }
예제 #7
0
        //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();
        }
예제 #10
0
        // 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;
            }
        }
예제 #11
0
        private void CreateGrassMesh()
        {
            // Each grass section is 3 planes at 60 degrees to each other
            // Normals point straight up to simulate correct lighting
            Mesh msh = MeshManager.Singleton.CreateManual(GRASS_MESH_NAME, ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, null);

            SubMesh sm = msh.CreateSubMesh();

            sm.useSharedVertices      = false;
            sm.vertexData             = new VertexData();
            sm.vertexData.vertexStart = 0;
            sm.vertexData.vertexCount = 12;

            VertexDeclaration dcl = sm.vertexData.vertexDeclaration;
            uint offset           = 0;

            dcl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            dcl.AddElement(0, offset, VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_NORMAL);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT3);
            dcl.AddElement(0, offset, VertexElementType.VET_FLOAT2, VertexElementSemantic.VES_TEXTURE_COORDINATES);
            offset += VertexElement.GetTypeSize(VertexElementType.VET_FLOAT2);

            HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager.Singleton.CreateVertexBuffer(offset, 12, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);

            int i;

            unsafe {
                float *pData = (float *)(vbuf.Lock(HardwareBuffer.LockOptions.HBL_DISCARD));

                Vector3    baseVec = new Vector3(GRASS_WIDTH / 2, 0, 0);
                Vector3    vec     = baseVec;
                Quaternion rot     = new Quaternion();
                rot.FromAngleAxis(Math.DegreesToRadians(60), Vector3.UNIT_Y);

                for (i = 0; i < 3; ++i)
                {
                    //position
                    *pData++ = -vec.x;
                    *pData++ = GRASS_HEIGHT;
                    *pData++ = -vec.z;
                    // normal
                    *pData++ = 0;
                    *pData++ = 1;
                    *pData++ = 0;
                    // uv
                    *pData++ = 0;
                    *pData++ = 0;

                    // position
                    *pData++ = vec.x;
                    *pData++ = GRASS_HEIGHT;
                    *pData++ = vec.z;
                    // normal
                    *pData++ = 0;
                    *pData++ = 1;
                    *pData++ = 0;
                    // uv
                    *pData++ = 1;
                    *pData++ = 0;

                    // position
                    *pData++ = -vec.x;
                    *pData++ = 0;
                    *pData++ = -vec.z;
                    // normal
                    *pData++ = 0;
                    *pData++ = 1;
                    *pData++ = 0;
                    // uv
                    *pData++ = 0;
                    *pData++ = 1;

                    // position
                    *pData++ = vec.x;
                    *pData++ = 0;
                    *pData++ = vec.z;
                    // normal
                    *pData++ = 0;
                    *pData++ = 1;
                    *pData++ = 0;
                    // uv
                    *pData++ = 1;
                    *pData++ = 1;

                    vec = rot * vec;
                } //for
            }     //unsafe

            vbuf.Unlock();

            sm.vertexData.vertexBufferBinding.SetBinding(0, vbuf);
            sm.indexData.indexCount  = 6 * 3;
            sm.indexData.indexBuffer = HardwareBufferManager.Singleton.CreateIndexBuffer(HardwareIndexBuffer.IndexType.IT_16BIT, 6 * 3, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);

            unsafe {
                ushort *pI = (ushort *)(sm.indexData.indexBuffer.Lock(HardwareBuffer.LockOptions.HBL_DISCARD));

                for (i = 0; i < 3; ++i)
                {
                    int off  = i * 4;
                    *   pI++ = (ushort)(off);
                    *   pI++ = (ushort)(off + 3);
                    *   pI++ = (ushort)(off + 1);

                    *pI++ = (ushort)(off + 0);
                    *pI++ = (ushort)(off + 2);
                    *pI++ = (ushort)(off + 3);
                }
            }

            sm.indexData.indexBuffer.Unlock();
            sm.SetMaterialName(GRASS_MATERIAL);

            msh.Load();
        }