本文整理汇总了C++中ogre::ManualObject::normal方法的典型用法代码示例。如果您正苦于以下问题:C++ ManualObject::normal方法的具体用法?C++ ManualObject::normal怎么用?C++ ManualObject::normal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ogre::ManualObject
的用法示例。
在下文中一共展示了ManualObject::normal方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: toMesh
Ogre::MeshPtr STLLoader::toMesh(const std::string& name)
{
Ogre::ManualObject* object = new Ogre::ManualObject( "the one and only" );
object->begin( "BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST );
unsigned int vertexCount = 0;
V_Triangle::const_iterator it = triangles_.begin();
V_Triangle::const_iterator end = triangles_.end();
for (; it != end; ++it )
{
if( vertexCount >= 2004 )
{
// Subdivide large meshes into submeshes with at most 2004
// vertices to prevent problems on some graphics cards.
object->end();
object->begin( "BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST );
vertexCount = 0;
}
const STLLoader::Triangle& tri = *it;
float u, v;
u = v = 0.0f;
object->position( tri.vertices_[0] );
object->normal( tri.normal_);
calculateUV( tri.vertices_[0], u, v );
object->textureCoord( u, v );
object->position( tri.vertices_[1] );
object->normal( tri.normal_);
calculateUV( tri.vertices_[1], u, v );
object->textureCoord( u, v );
object->position( tri.vertices_[2] );
object->normal( tri.normal_);
calculateUV( tri.vertices_[2], u, v );
object->textureCoord( u, v );
object->triangle( vertexCount + 0, vertexCount + 1, vertexCount + 2 );
vertexCount += 3;
}
object->end();
Ogre::MeshPtr mesh = object->convertToMesh( name, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
mesh->buildEdgeList();
delete object;
return mesh;
}
示例2:
void RenderSystem::RenderPoint3DSet(std::string psName, std::string psMaterialName, const MagicDGP::Point3DSet* pPS)
{
Ogre::ManualObject* pMObj = NULL;
if (mpSceneMgr->hasManualObject(psName))
{
pMObj = mpSceneMgr->getManualObject(psName);
pMObj->clear();
}
else
{
pMObj = mpSceneMgr->createManualObject(psName);
if (mpSceneMgr->hasSceneNode("ModelNode"))
{
mpSceneMgr->getSceneNode("ModelNode")->attachObject(pMObj);
}
else
{
mpSceneMgr->getRootSceneNode()->createChildSceneNode("ModelNode")->attachObject(pMObj);
}
}
if (pPS->HasNormal())
{
int pointNum = pPS->GetPointNumber();
pMObj->begin(psMaterialName, Ogre::RenderOperation::OT_POINT_LIST);
for (int i = 0; i < pointNum; i++)
{
const MagicDGP::Point3D* pPoint = pPS->GetPoint(i);
if (pPoint->IsValid() == false)
{
continue;
}
MagicMath::Vector3 pos = pPoint->GetPosition();
MagicMath::Vector3 nor = pPoint->GetNormal();
MagicMath::Vector3 color = pPoint->GetColor();
pMObj->position(pos[0], pos[1], pos[2]);
pMObj->normal(nor[0], nor[1], nor[2]);
pMObj->colour(color[0], color[1], color[2]);
}
pMObj->end();
}
else
{
int pointNum = pPS->GetPointNumber();
pMObj->begin(psMaterialName, Ogre::RenderOperation::OT_POINT_LIST);
for (int i = 0; i < pointNum; i++)
{
const MagicDGP::Point3D* pPoint = pPS->GetPoint(i);
if (pPoint->IsValid() == false)
{
continue;
}
MagicMath::Vector3 pos = pPoint->GetPosition();
MagicMath::Vector3 color = pPoint->GetColor();
pMObj->position(pos[0], pos[1], pos[2]);
pMObj->colour(color[0], color[1], color[2]);
}
pMObj->end();
}
}
示例3: CreateExplosionParticleGeometry
void ParticleFactory::CreateExplosionParticleGeometry(Ogre::String object_name, int num_particles){
/* Retrieve scene manager and root scene node */
//Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager");
Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();
/* Create the 3D object */
Ogre::ManualObject* object = NULL;
object = scene_manager->createManualObject(object_name);
object->setDynamic(false);
/* Create point list for the object */
object->begin("", Ogre::RenderOperation::OT_POINT_LIST);
/* Initialize random numbers */
std::srand(std::time(0));
/* Create a set of points which will be the particles */
/* This is similar to drawing a sphere: we will sample points on a sphere, but will allow them to also
deviate a bit from the sphere along the normal (change of radius) */
float trad = 0.04; // Defines the starting point of the particles
float maxspray = 0.01; // This is how much we allow the points to deviate from the sphere
float u, v, w, theta, phi, spray; // Work variables
for (int i = 0; i < num_particles; i++){
// Randomly select three numbers to define a point in spherical coordinates
u = ((double) rand() / (RAND_MAX));
v = ((double) rand() / (RAND_MAX));
w = ((double) rand() / (RAND_MAX));
// Use u to define the angle theta along one direction of a sphere
theta = u * 2.0 * 3.1416;
// Use v to define the angle phi along the other direction of the sphere
phi = acos(2.0*v - 1.0);
// Use we to define how much we can deviate from the surface of the sphere (change of radius)
spray = maxspray*pow((float) w, (float) (1.0/3.0)); // Cubic root of w
// Define the normal and point based on theta, phi and the spray
Ogre::Vector3 normal = Ogre::Vector3(spray*cos(theta)*sin(phi), spray*sin(theta)*sin(phi), spray*cos(phi));
object->position(normal.x*trad, normal.y*trad, normal.z*trad);
object->normal(normal);
object->colour(Ogre::ColourValue(i/(float) num_particles, 0.0, 1.0 - (i/(float) num_particles))); // We can use the color for debug, if needed
}
/* We finished the object */
object->end();
/* Convert triangle list to a mesh */
object->convertToMesh(object_name);
}
示例4: addQuad
void addQuad(
const std::vector<Ogre::Vector3>& i_clockwiseQuad,
const Ogre::Vector3& i_normal,
size_t i_nRows,
size_t i_nCols,
const Ogre::String& i_material,
Ogre::ManualObject& io_object)
{
assert(i_clockwiseQuad.size() == 4);
assert(i_nRows != 0 && i_nCols != 0);
const std::vector<Ogre::Vector3>& box = i_clockwiseQuad;
const Ogre::Vector3& n = i_normal;
float ratioCol = 1.f / (float)(i_nCols);
float ratioRow = 1.f / (float)(i_nRows);
Ogre::Vector3 stepCol = (box[1] - box[0]) * ratioCol;
Ogre::Vector3 stepRow = (box[3] - box[0]) * ratioRow;
std::vector<Ogre::Vector3> cur(4);
for (size_t r = 0; r < i_nRows; ++r)
{
io_object.begin(i_material, Ogre::RenderOperation::OT_TRIANGLE_LIST);
for (size_t c = 0; c < i_nCols; ++c)
{
cur[0] = box[0] + stepRow * (float)r + stepCol * (float)c;
cur[1] = box[0] + stepRow * (float)r + stepCol * (float)(c+1);
cur[2] = box[0] + stepRow * (float)(r+1) + stepCol * (float)(c+1);
cur[3] = box[0] + stepRow * (float)(r+1) + stepCol * (float)(c);
io_object.position(cur[0].x, cur[0].y, cur[0].z);
io_object.normal(n.x, n.y, n.z);
io_object.textureCoord(ratioRow*(float)r, ratioCol*(float)c);
io_object.position(cur[3].x, cur[3].y, cur[3].z);
io_object.normal(n.x, n.y, n.z);
io_object.textureCoord(ratioRow*(float)(r+1), ratioCol*(float)c);
io_object.position(cur[1].x, cur[1].y, cur[1].z);
io_object.normal(n.x, n.y, n.z);
io_object.textureCoord(ratioRow*(float)r, ratioCol*(float)(c+1));
io_object.position(cur[1].x, cur[1].y, cur[1].z);
io_object.normal(n.x, n.y, n.z);
io_object.textureCoord(ratioRow*(float)r, ratioCol*(float)(c + 1));
io_object.position(cur[3].x, cur[3].y, cur[3].z);
io_object.normal(n.x, n.y, n.z);
io_object.textureCoord(ratioRow*(float)(r + 1), ratioCol*(float)c);
io_object.position(cur[2].x, cur[2].y, cur[2].z);
io_object.normal(n.x, n.y, n.z);
io_object.textureCoord(ratioRow*(float)(r+1), ratioCol*(float)(c + 1));
}
io_object.end();
}
}
示例5: malloc
//-------------------------------------------------------------------------------------
Ogre::ManualObject* const DigitalForensicsVisualisation::rectangle(std::string matName)
{
char* name = (char*) malloc (32);
sprintf(name, "rect%d", app.rectCount++);
Ogre::ManualObject* rect = mSceneMgr->createManualObject(name);
rect->begin(matName, Ogre::RenderOperation::OT_TRIANGLE_LIST);
rect->position(100,100.1,0);
rect->textureCoord(1,0);
rect->normal(50,500,50);
rect->position(0,100.1,100);
rect->textureCoord(0,1);
rect->normal(50,500,50);
rect->position(0,100.1,0);
rect->textureCoord(0,0);
rect->normal(50,500,50);
rect->position(100,100.1,100);
rect->textureCoord(1,1);
rect->normal(50,500,50);
rect->triangle(2,1,0);
rect->triangle(1,3,0);
rect->end();
free(name);
return rect;
}
示例6: createCubeMesh
//Copied from BetaCairo demo : http://www.ogre3d.org/forums/viewtopic.php?t=26987 (created by betajaen)
Ogre::ManualObject* OgreAppLogic::createCubeMesh(const std::string& name, const std::string& matName)
{
Ogre::ManualObject* cube = new Ogre::ManualObject(name);
cube->begin(matName);
cube->position(0.500000,-0.500000,1.000000);
cube->normal(0.408248f,-0.816497f,0.408248f);
cube->textureCoord(1,0);
cube->position(-0.500000,-0.500000,0.000000);
cube->normal(-0.408248f,-0.816497f,-0.408248f);
cube->textureCoord(0,1);
cube->position(0.500000,-0.500000,0.000000);
cube->normal(0.666667f,-0.333333f,-0.666667f);
cube->textureCoord(1,1);
cube->position(-0.500000,-0.500000,1.000000);
cube->normal(-0.666667f,-0.333333f,0.666667f);
cube->textureCoord(0,0);
cube->position(0.500000,0.500000,1.000000);
cube->normal(0.666667f,0.333333f,0.666667f);
cube->textureCoord(1,0);
cube->position(-0.500000,-0.500000,1.000000);
cube->normal(-0.666667f,-0.333333f,0.666667f);
cube->textureCoord(0,1);
cube->position(0.500000,-0.500000,1.000000);
cube->normal(0.408248f,-0.816497f,0.408248f);
cube->textureCoord(1,1);
cube->position(-0.500000,0.500000,1.000000);
cube->normal(-0.408248f,0.816497f,0.408248f);
cube->textureCoord(0,0);
cube->position(-0.500000,0.500000,0.000000);
cube->normal(-0.666667f,0.333333f,-0.666667f);
cube->textureCoord(0,1);
cube->position(-0.500000,-0.500000,0.000000);
cube->normal(-0.408248f,-0.816497f,-0.408248f);
cube->textureCoord(1,1);
cube->position(-0.500000,-0.500000,1.000000);
cube->normal(-0.666667f,-0.333333f,0.666667f);
cube->textureCoord(1,0);
cube->position(0.500000,-0.500000,0.000000);
cube->normal(0.666667f,-0.333333f,-0.666667f);
cube->textureCoord(0,1);
cube->position(0.500000,0.500000,0.000000);
cube->normal(0.408248f,0.816497f,-0.408248f);
cube->textureCoord(1,1);
cube->position(0.500000,-0.500000,1.000000);
cube->normal(0.408248f,-0.816497f,0.408248f);
cube->textureCoord(0,0);
cube->position(0.500000,-0.500000,0.000000);
cube->normal(0.666667f,-0.333333f,-0.666667f);
cube->textureCoord(1,0);
cube->position(-0.500000,-0.500000,0.000000);
cube->normal(-0.408248f,-0.816497f,-0.408248f);
cube->textureCoord(0,0);
cube->position(-0.500000,0.500000,1.000000);
cube->normal(-0.408248f,0.816497f,0.408248f);
cube->textureCoord(1,0);
cube->position(0.500000,0.500000,0.000000);
cube->normal(0.408248f,0.816497f,-0.408248f);
cube->textureCoord(0,1);
cube->position(-0.500000,0.500000,0.000000);
cube->normal(-0.666667f,0.333333f,-0.666667f);
cube->textureCoord(1,1);
cube->position(0.500000,0.500000,1.000000);
cube->normal(0.666667f,0.333333f,0.666667f);
cube->textureCoord(0,0);
cube->triangle(0,1,2);
cube->triangle(3,1,0);
cube->triangle(4,5,6);
cube->triangle(4,7,5);
cube->triangle(8,9,10);
cube->triangle(10,7,8);
cube->triangle(4,11,12);
cube->triangle(4,13,11);
cube->triangle(14,8,12);
cube->triangle(14,15,8);
cube->triangle(16,17,18);
cube->triangle(16,19,17);
cube->end();
//.........这里部分代码省略.........
示例7: addTerrainDecal
int DecalManager::addTerrainDecal(Ogre::Vector3 position, Ogre::Vector2 size, Ogre::Vector2 numSeg, Ogre::Real rotation, Ogre::String materialname, Ogre::String normalname)
{
#if 0
Ogre::ManualObject *mo = gEnv->ogreSceneManager->createManualObject();
String oname = mo->getName();
SceneNode *mo_node = terrain_decals_snode->createChildSceneNode();
mo->begin(materialname, Ogre::RenderOperation::OT_TRIANGLE_LIST);
AxisAlignedBox *aab=new AxisAlignedBox();
float uTile = 1, vTile = 1;
Vector3 normal = Vector3(0,1,0); // UP
int offset = 0;
float ground_dist = 0.001f;
Ogre::Vector3 vX = normal.perpendicular();
Ogre::Vector3 vY = normal.crossProduct(vX);
Ogre::Vector3 delta1 = size.x / numSeg.x * vX;
Ogre::Vector3 delta2 = size.y / numSeg.y * vY;
// build one corner of the square
Ogre::Vector3 orig = -0.5*size.x*vX - 0.5*size.y*vY;
for (int i1 = 0; i1<=numSeg.x; i1++)
for (int i2 = 0; i2<=numSeg.y; i2++)
{
Vector3 pos = orig+i1*delta1+i2*delta2 + position;
pos.y = hfinder->getHeightAt(pos.x, pos.z) + ground_dist;
mo->position(pos);
aab->merge(pos);
mo->textureCoord(i1/(Ogre::Real)numSeg.x*uTile, i2/(Ogre::Real)numSeg.y*vTile);
mo->normal(normal);
}
bool reverse = false;
if (delta1.crossProduct(delta2).dotProduct(normal)>0)
reverse= true;
for (int n1 = 0; n1<numSeg.x; n1++)
{
for (int n2 = 0; n2<numSeg.y; n2++)
{
if (reverse)
{
mo->index(offset+0);
mo->index(offset+(numSeg.y+1));
mo->index(offset+1);
mo->index(offset+1);
mo->index(offset+(numSeg.y+1));
mo->index(offset+(numSeg.y+1)+1);
}
else
{
mo->index(offset+0);
mo->index(offset+1);
mo->index(offset+(numSeg.y+1));
mo->index(offset+1);
mo->index(offset+(numSeg.y+1)+1);
mo->index(offset+(numSeg.y+1));
}
offset++;
}
offset++;
}
offset+=numSeg.y+1;
mo->end();
mo->setBoundingBox(*aab);
// some optimizations
mo->setCastShadows(false);
mo->setDynamic(false);
delete(aab);
MeshPtr mesh = mo->convertToMesh(oname+"_mesh");
// build edgelist
mesh->buildEdgeList();
// remove the manualobject again, since we dont need it anymore
gEnv->ogreSceneManager->destroyManualObject(mo);
unsigned short src, dest;
if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
{
mesh->buildTangentVectors(VES_TANGENT, src, dest);
}
Entity *ent = gEnv->ogreSceneManager->createEntity(oname+"_ent", oname+"_mesh");
mo_node->attachObject(ent);
mo_node->setVisible(true);
//mo_node->showBoundingBox(true);
mo_node->setPosition(Vector3::ZERO); //(position.x, 0, position.z));
// RTSS
//Ogre::RTShader::ShaderGenerator::getSingleton().createShaderBasedTechnique(materialname, Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
//Ogre::RTShader::ShaderGenerator::getSingleton().invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, materialname);
RTSSgenerateShadersForMaterial(materialname, normalname);
#endif
//.........这里部分代码省略.........
示例8: UpdateTerrain
// Given a scene node for a terrain, find the manual object on that scene node and
// update the manual object with the heightmap passed. If there is no manual object on
// the scene node, remove all it's attachments and add the manual object.
// The heightmap is passed in a 1D array ordered by width rows (for(width) {for(length) {hm[w,l]}})
// This must be called between frames since it touches the scene graph
// BETWEEN FRAME OPERATION
void Region::UpdateTerrain(const int hmWidth, const int hmLength, const float* hm) {
Ogre::SceneNode* node = this->TerrainSceneNode;
LG::Log("Region::UpdateTerrain: updating terrain for region %s", this->Name.c_str());
if (node == NULL) {
LG::Log("Region::UpdateTerrain: terrain scene node doesn't exist. Not updating terrain.");
return;
}
// Find the movable object attached to the scene node. If not found remove all.
if (node->numAttachedObjects() > 0) {
Ogre::MovableObject* attached = node->getAttachedObject(0);
if (attached->getMovableType() != "ManualObject") {
// don't know why this would ever happen but clean out the odd stuff
LG::Log("Found extra stuff on terrain scene node");
node->detachAllObjects();
}
}
// if there is not a manual object on the node, create a new one
if (node->numAttachedObjects() == 0) {
LG::Log("Region::UpdateTerrain: creating terrain ManualObject for region %s", this->Name.c_str());
// if no attached objects, we add our dynamic ManualObject
Ogre::ManualObject* mob = LG::RendererOgre::Instance()->m_sceneMgr->createManualObject("ManualObject/" + node->getName());
mob->addQueryFlags(Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK);
mob->setDynamic(true);
mob->setCastShadows(true);
mob->setVisible(true);
node->attachObject(mob);
// m_visCalc->RecalculateVisibility();
}
Ogre::ManualObject* mo = (Ogre::ManualObject*)node->getAttachedObject(0);
// stuff our heightmap information into the dynamic manual object
mo->estimateVertexCount(hmWidth * hmLength);
mo->estimateIndexCount(hmWidth * hmLength * 6);
if (mo->getNumSections() == 0) {
// if first time
mo->begin(LG::GetParameter("Renderer.Ogre.DefaultTerrainMaterial"));
}
else {
mo->beginUpdate(0); // we've been here before
}
int loc = 0;
for (int xx = 0; xx < hmWidth; xx++) {
for (int yy = 0; yy < hmLength; yy++) {
mo->position((Ogre::Real)xx, (Ogre::Real)yy, hm[loc++]);
mo->textureCoord((float)xx / (float)hmWidth, (float)yy / (float)hmLength);
mo->normal(0.0, 1.0, 0.0); // always up (for the moment)
}
}
for (int px = 0; px < hmLength-1; px++) {
for (int py = 0; py < hmWidth-1; py++) {
mo->quad(px + py * hmWidth,
px + (py + 1) * hmWidth,
(px + 1) + (py + 1) * hmWidth,
(px + 1) + py * hmWidth
);
}
}
mo->end();
return;
}
示例9: CreateThrusterParticleGeometry
void ParticleFactory::CreateThrusterParticleGeometry(Ogre::String object_name, int num_particles, float loop_radius, float circle_radius){
//try {
/* Retrieve scene manager and root scene node */
// Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager");
Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();
/* Create the 3D object */
Ogre::ManualObject* object = NULL;
object = scene_manager->createManualObject(object_name);
object->setDynamic(false);
/*
/* Create point list for the object */
object->begin("", Ogre::RenderOperation::OT_POINT_LIST);
/* Initialize random numbers */
std::srand(std::time(0));
/* Create a set of points which will be the particles */
/* This is similar to drawing a torus: we will sample points on the surface of the torus */
float maxspray = 1.5; // This is how much we allow the points to wander around
float u, v, w, theta, phi, spray; // Work variables
for (int i = 0; i < num_particles; i++){
// Randomly select two numbers to define a point on the torus
u = ((double) rand() / (RAND_MAX));
v = ((double) rand() / (RAND_MAX));
// Use u and v to define the point on the torus
theta = u * Ogre::Math::TWO_PI;
phi = v * Ogre::Math::TWO_PI;
Ogre::Vector3 center = Ogre::Vector3(loop_radius*cos(theta), loop_radius*sin(theta), 0.0);
Ogre::Vector3 normal = Ogre::Vector3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi));
object->position(center + normal*circle_radius); // Position of the point
object->colour(Ogre::ColourValue(((float) i)/((float) num_particles), 0.0, 1.0 - (((float) i)/((float) num_particles))));
object->textureCoord(Ogre::Vector2(0.0, 0.0));
// Now sample a point on a sphere to define a direction for points to wander around
u = ((double) rand() / (RAND_MAX));
v = ((double) rand() / (RAND_MAX));
w = ((double) rand() / (RAND_MAX));
theta = u * Ogre::Math::TWO_PI;
phi = acos(2.0*v * -1.0);
spray = maxspray*pow((float) w, (float) (1.0/4.0)); // Cubic root
Ogre::Vector3 wander = Ogre::Vector3(spray*cos(theta)*cos(phi), spray*cos(theta)*sin(phi), sin(phi)*-2);
object->normal(wander);
}
object->position(Ogre::Vector3(0.0f, 0.0f, -30.0f));
object->colour(Ogre::ColourValue(0.0f, 0.0f, 0.0f));
object->textureCoord(Ogre::Vector2(0.0f, 0.0f));
object->normal(Ogre::Vector3(0.0f, 0.0f, -30.0f));
object->end();
/* Convert triangle list to a mesh */
object->convertToMesh(object_name);
/* }
catch (Ogre::Exception &e){
throw(OgreAppException(std::string("Ogre::Exception: ") + std::string(e.what())));
}
catch(std::exception &e){
throw(OgreAppException(std::string("std::Exception: ") + std::string(e.what())));
}*/
}
示例10: CreateWall
void OgreApplication::CreateWall(Ogre::String material_name){
try {
/* Create two rectangles */
/* Retrieve scene manager and root scene node */
Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager");
Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();
/* Create the 3D object */
Ogre::ManualObject* object = NULL;
Ogre::String object_name = "Wall";
object = scene_manager->createManualObject(object_name);
object->setDynamic(false);
/* Create triangle list for the object */
object->begin(material_name, Ogre::RenderOperation::OT_TRIANGLE_LIST);
/* Add vertices */
/* One side of the "wall" */
object->position(-1.0,-1.0,0.0);
object->normal(0.0, 0.0, -1.0);
object->tangent(-1.0, 0.0, 0.0);
object->textureCoord(1.0, 0.0);
object->position(-1.0,1.0,0.0);
object->normal(0.0, 0.0, -1.0);
object->tangent(-1.0, 0.0, 0.0);
object->textureCoord(1.0, 1.0);
object->position(1.0,1.0,0.0);
object->normal(0.0, 0.0, -1.0);
object->tangent(-1.0, 0.0, 0.0);
object->textureCoord(0.0, 1.0);
object->position(1.0,-1.0,0.0);
object->normal(0.0, 0.0, -1.0);
object->tangent(-1.0, 0.0, 0.0);
object->textureCoord(0.0, 0.0);
/* The other side of the "wall" */
object->position(-1.0,-1.0,0.0);
object->normal(0.0, 0.0, 1.0);
object->tangent(1.0, 0.0, 0.0);
object->textureCoord(0.0, 0.0);
object->position(-1.0,1.0,0.0);
object->normal(0.0, 0.0, 1.0);
object->tangent(1.0, 0.0, 0.0);
object->textureCoord(0.0, 1.0);
object->position(1.0,1.0,0.0);
object->normal(0.0, 0.0, 1.0);
object->tangent(1.0, 0.0, 0.0);
object->textureCoord(1.0, 1.0);
object->position(1.0,-1.0,0.0);
object->normal(0.0, 0.0, 1.0);
object->tangent(1.0, 0.0, 0.0);
object->textureCoord(1.0, 0.0);
/* Add triangles */
/* One side */
object->triangle(0, 1, 2);
object->triangle(0, 2, 3);
/* The other side */
object->triangle(4, 7, 6);
object->triangle(4, 6, 5);
/* We finished the object */
object->end();
/* Convert triangle list to a mesh */
Ogre::String mesh_name = "Wall";
object->convertToMesh(mesh_name);
/* Create one instance of the sphere (one entity) */
/* The same object can have multiple instances or entities */
Ogre::Entity* entity = scene_manager->createEntity(mesh_name);
/* Apply a material to the entity to give it color */
/* We already did that above, so we comment it out here */
/* entity->setMaterialName(material_name); */
/* But, this call is useful if we have multiple entities with different materials */
/* Create a scene node for the entity */
/* The scene node keeps track of the entity's position */
Ogre::SceneNode* scene_node = root_scene_node->createChildSceneNode(mesh_name);
scene_node->attachObject(entity);
/* Position and rotate the entity with the scene node */
//scene_node->rotate(Ogre::Vector3(0, 1, 0), Ogre::Degree(60));
//scene_node->rotate(Ogre::Vector3(1, 0, 0), Ogre::Degree(30));
//scene_node->rotate(Ogre::Vector3(1, 0, 0), Ogre::Degree(-90));
//scene_node->translate(0.0, 0.0, 0.0);
scene_node->scale(0.5, 0.5, 0.5);
}
catch (Ogre::Exception &e){
throw(OgreAppException(std::string("Ogre::Exception: ") + std::string(e.what())));
//.........这里部分代码省略.........
示例11:
Ogre::ManualObject* BasicTutorial2::createCubeMesh (Ogre::String name, Ogre::String matName)
{
Ogre::ManualObject* cube = new Ogre::ManualObject(name);
cube->begin(matName);
cube->position(0.5f,-0.5f,1.0f);cube->normal(0.408248f,-0.816497f,0.408248f);cube->textureCoord(1,0);
cube->position(-0.5f,-0.5f,0.0f);cube->normal(-0.408248f,-0.816497f,-0.408248f);cube->textureCoord(0,1);
cube->position(0.5f,-0.5f,0.0f);cube->normal(0.666667f,-0.333333f,-0.666667f);cube->textureCoord(1,1);
cube->position(-0.5f,-0.5f,1.0f);cube->normal(-0.666667f,-0.333333f,0.666667f);cube->textureCoord(0,0);
cube->position(0.5f,0.5f,1.0f);cube->normal(0.666667f,0.333333f,0.666667f);cube->textureCoord(1,0);
cube->position(-0.5,-0.5,1.0);cube->normal(-0.666667f,-0.333333f,0.666667f);cube->textureCoord(0,1);
cube->position(0.5,-0.5,1.0);cube->normal(0.408248,-0.816497,0.408248f);cube->textureCoord(1,1);
cube->position(-0.5,0.5,1.0);cube->normal(-0.408248,0.816497,0.408248);cube->textureCoord(0,0);
cube->position(-0.5,0.5,0.0);cube->normal(-0.666667,0.333333,-0.666667);cube->textureCoord(0,1);
cube->position(-0.5,-0.5,0.0);cube->normal(-0.408248,-0.816497,-0.408248);cube->textureCoord(1,1);
cube->position(-0.5,-0.5,1.0);cube->normal(-0.666667,-0.333333,0.666667);cube->textureCoord(1,0);
cube->position(0.5,-0.5,0.0);cube->normal(0.666667,-0.333333,-0.666667);cube->textureCoord(0,1);
cube->position(0.5,0.5,0.0);cube->normal(0.408248,0.816497,-0.408248);cube->textureCoord(1,1);
cube->position(0.5,-0.5,1.0);cube->normal(0.408248,-0.816497,0.408248);cube->textureCoord(0,0);
cube->position(0.5,-0.5,0.0);cube->normal(0.666667,-0.333333,-0.666667);cube->textureCoord(1,0);
cube->position(-0.5,-0.5,0.0);cube->normal(-0.408248,-0.816497,-0.408248);cube->textureCoord(0,0);
cube->position(-0.5,0.5,1.0);cube->normal(-0.408248,0.816497,0.408248);cube->textureCoord(1,0);
cube->position(0.5,0.5,0.0);cube->normal(0.408248,0.816497,-0.408248);cube->textureCoord(0,1);
cube->position(-0.5,0.5,0.0);cube->normal(-0.666667,0.333333,-0.666667);cube->textureCoord(1,1);
cube->position(0.5,0.5,1.0);cube->normal(0.666667,0.333333,0.666667);cube->textureCoord(0,0);
cube->triangle(0,1,2); cube->triangle(3,1,0);
cube->triangle(4,5,6); cube->triangle(4,7,5);
cube->triangle(8,9,10); cube->triangle(10,7,8);
cube->triangle(4,11,12); cube->triangle(4,13,11);
cube->triangle(14,8,12); cube->triangle(14,15,8);
cube->triangle(16,17,18); cube->triangle(16,19,17);
cube->end();
return cube;
}
示例12: generateMeshObstacles
void Map::generateMeshObstacles(std::string materialName)
{
Ogre::ManualObject* obstacles = new Ogre::ManualObject("obstacles");
obstacles->estimateIndexCount(m_length * m_width * 8);
obstacles->estimateVertexCount(m_length * m_width * 8);
obstacles->clear();
obstacles->begin(materialName);
Ogre::Vector3 pos = Ogre::Vector3(0, 0, 0);
Ogre::Quaternion quat;
Ogre::Quaternion quatNext;
unsigned long planeNum = 0;
m_obstaclePositions.clear();
for (unsigned int i = 0; i < m_length; i++) {
quat = m_rotationalSpline.getPoint(i);
quatNext = m_rotationalSpline.getPoint(i + 1);
for (int x = -100 * (m_width / (double) 2), j = 0; (unsigned) j < m_width; j++, x += 100) {
int back = -100;
int left = x;
int right = x + 100;
int up = 100;
Ogre::Vector3 nextPos = pos + quat * Ogre::Vector3(0, 0, back);
Ogre::Vector3 posMinus50 = pos + quat * Ogre::Vector3(left, 0, 0);
Ogre::Vector3 posPlus50 = pos + quat * Ogre::Vector3(right, 0, 0);
Ogre::Vector3 nextPosMinus50 = nextPos + quatNext * Ogre::Vector3(left, 0, 0);
Ogre::Vector3 nextPosPlus50 = nextPos + quatNext * Ogre::Vector3(right, 0, 0);
//TODO: fix normals
obstacles->position(posMinus50);
obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
obstacles->textureCoord(1, 1);
obstacles->position(nextPosMinus50);
obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
obstacles->textureCoord(1, 0);
obstacles->position(posPlus50);
obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
obstacles->textureCoord(0, 1);
obstacles->position(nextPosPlus50);
obstacles->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
obstacles->textureCoord(0, 0);
Ogre::Vector3 nextPosUp = nextPos + quat * Ogre::Vector3(0, up, 0);
Ogre::Vector3 posMinus50Up = posMinus50 + quat * Ogre::Vector3(0, up, 0);
Ogre::Vector3 posPlus50Up = posPlus50 + quat * Ogre::Vector3(0, up, 0);
Ogre::Vector3 nextPosMinus50Up = nextPosMinus50 + quatNext * Ogre::Vector3(0, up, 0);
Ogre::Vector3 nextPosPlus50Up = nextPosPlus50 + quatNext * Ogre::Vector3(0, up, 0);
//TODO: fix normals
obstacles->position(posMinus50Up);
obstacles->normal((quat * Vector3(-1, 1, 1)).normalisedCopy());
obstacles->textureCoord(0, 0);
obstacles->position(nextPosMinus50Up);
obstacles->normal((quat * Vector3(-1, 1, -1)).normalisedCopy());
obstacles->textureCoord(0, 1);
obstacles->position(posPlus50Up);
obstacles->normal((quat * Vector3(1, 1, 1)).normalisedCopy());
obstacles->textureCoord(1, 0);
obstacles->position(nextPosPlus50Up);
obstacles->normal((quat * Vector3(1, 1, -1)).normalisedCopy());
obstacles->textureCoord(1, 1);
if (m_cubes[planeNum / (double) m_width][planeNum % m_width] == OBSTACLE) {
//TODO: check if this hack works..
m_obstaclePositions.push_back(posMinus50);
//top
obstacles->triangle(4 + planeNum * 8, 5 + planeNum * 8, 6 + planeNum * 8);
obstacles->triangle(6 + planeNum * 8, 5 + planeNum * 8, 4 + planeNum * 8);
obstacles->triangle(5 + planeNum * 8, 7 + planeNum * 8, 6 + planeNum * 8);
obstacles->triangle(6 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8);
if (planeNum % m_width == 0 || m_cubes[planeNum / (double) m_width][(planeNum - 1) % m_width] != OBSTACLE) {
//left
obstacles->triangle(0 + planeNum * 8, 4 + planeNum * 8, 5 + planeNum * 8);
obstacles->triangle(5 + planeNum * 8, 4 + planeNum * 8, 0 + planeNum * 8);
obstacles->triangle(0 + planeNum * 8, 1 + planeNum * 8, 5 + planeNum * 8);
obstacles->triangle(5 + planeNum * 8, 1 + planeNum * 8, 0 + planeNum * 8);
}
if (planeNum % m_width == m_width - 1 || m_cubes[planeNum / (double) m_width][(planeNum + 1) % m_width] != OBSTACLE) {
//right
obstacles->triangle(2 + planeNum * 8, 6 + planeNum * 8, 7 + planeNum * 8);
obstacles->triangle(7 + planeNum * 8, 6 + planeNum * 8, 2 + planeNum * 8);
obstacles->triangle(2 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8);
obstacles->triangle(7 + planeNum * 8, 3 + planeNum * 8, 2 + planeNum * 8);
}
if (planeNum / (double) m_width >= m_length - 1 || m_cubes[(planeNum + m_width) / (double) m_width][planeNum % m_width] != OBSTACLE) {
//back
obstacles->triangle(5 + planeNum * 8, 7 + planeNum * 8, 1 + planeNum * 8);
obstacles->triangle(1 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8);
obstacles->triangle(1 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8);
obstacles->triangle(7 + planeNum * 8, 3 + planeNum * 8, 1 + planeNum * 8);
}
//.........这里部分代码省略.........
示例13: generateMesh
void Map::generateMesh(std::string materialName)
{
Ogre::ManualObject* plane = new Ogre::ManualObject("plane");
plane->estimateIndexCount(m_length * m_width * 8);
plane->estimateVertexCount(m_length * m_width * 8);
plane->clear();
plane->begin(materialName);
Ogre::Vector3 pos = Ogre::Vector3(0, 0, 0);
Ogre::Quaternion quat;
Ogre::Quaternion quatNext;
unsigned long planeNum = 0;
for (unsigned int i = 0; i < m_length; i++) {
quat = m_rotationalSpline.getPoint(i);
quatNext = m_rotationalSpline.getPoint(i + 1);
for (int x = -100 * (m_width / (double) 2), j = 0; (unsigned) j < m_width; j++, x += 100) {
int back = -100;
int left = x;
int right = x + 100;
int down = -20 ;
Ogre::Vector3 nextPos = pos + quat * Ogre::Vector3(0, 0, back);
Ogre::Vector3 posMinus50 = pos + quat * Ogre::Vector3(left, 0, 0);
Ogre::Vector3 posPlus50 = pos + quat * Ogre::Vector3(right, 0, 0);
Ogre::Vector3 nextPosMinus50 = nextPos + quatNext * Ogre::Vector3(left, 0, 0);
Ogre::Vector3 nextPosPlus50 = nextPos + quatNext * Ogre::Vector3(right, 0, 0);
//TODO: fix normals?
plane->position(posMinus50);
plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
plane->textureCoord(1, 1);
plane->position(nextPosMinus50);
plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
plane->textureCoord(1, 0);
plane->position(posPlus50);
plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
plane->textureCoord(0, 1);
plane->position(nextPosPlus50);
plane->normal((quat * Vector3(0, 1, 0)).normalisedCopy());
plane->textureCoord(0, 0);
Ogre::Vector3 nextPosDown = nextPos + quat * Ogre::Vector3(0, down, 0);
Ogre::Vector3 posMinus50Down = posMinus50 + quat * Ogre::Vector3(0, down, 0);
Ogre::Vector3 posPlus50Down = posPlus50 + quat * Ogre::Vector3(0, down, 0);
Ogre::Vector3 nextPosMinus50Down = nextPosMinus50 + quatNext * Ogre::Vector3(0, down, 0);
Ogre::Vector3 nextPosPlus50Down = nextPosPlus50 + quatNext * Ogre::Vector3(0, down, 0);
//TODO: fix normals?
plane->position(posMinus50Down);
plane->normal((quat * Vector3(-1, -1, 1)).normalisedCopy());
plane->textureCoord(0, 0);
plane->position(nextPosMinus50Down);
plane->normal((quat * Vector3(-1, -1, -1)).normalisedCopy());
plane->textureCoord(0, 1);
plane->position(posPlus50Down);
plane->normal((quat * Vector3(1, -1, 1)).normalisedCopy());
plane->textureCoord(1, 0);
plane->position(nextPosPlus50Down);
plane->normal((quat * Vector3(1, -1, -1)).normalisedCopy());
plane->textureCoord(1, 1);
if (m_cubes[planeNum / (double) m_width][planeNum % m_width] != HOLE) {
//if (m_cubes[planeNum / (double) m_width][planeNum % m_width] == NORMAL)
//{
//top
plane->triangle(0 + planeNum * 8, 1 + planeNum * 8, 2 + planeNum * 8);
plane->triangle(2 + planeNum * 8, 1 + planeNum * 8, 0 + planeNum * 8);
plane->triangle(1 + planeNum * 8, 3 + planeNum * 8, 2 + planeNum * 8);
plane->triangle(2 + planeNum * 8, 3 + planeNum * 8, 1 + planeNum * 8);
//}
//bottom
plane->triangle(4 + planeNum * 8, 5 + planeNum * 8, 6 + planeNum * 8);
plane->triangle(6 + planeNum * 8, 5 + planeNum * 8, 4 + planeNum * 8);
plane->triangle(5 + planeNum * 8, 7 + planeNum * 8, 6 + planeNum * 8);
plane->triangle(6 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8);
if (planeNum % m_width == 0 || m_cubes[planeNum / (double) m_width][(planeNum - 1) % m_width] == HOLE) {
//left
plane->triangle(0 + planeNum * 8, 4 + planeNum * 8, 5 + planeNum * 8);
plane->triangle(5 + planeNum * 8, 4 + planeNum * 8, 0 + planeNum * 8);
plane->triangle(0 + planeNum * 8, 1 + planeNum * 8, 5 + planeNum * 8);
plane->triangle(5 + planeNum * 8, 1 + planeNum * 8, 0 + planeNum * 8);
}
if (planeNum % m_width == m_width - 1 || m_cubes[planeNum / (double) m_width][(planeNum + 1) % m_width] == HOLE) {
//right
plane->triangle(2 + planeNum * 8, 6 + planeNum * 8, 7 + planeNum * 8);
plane->triangle(7 + planeNum * 8, 6 + planeNum * 8, 2 + planeNum * 8);
plane->triangle(2 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8);
plane->triangle(7 + planeNum * 8, 3 + planeNum * 8, 2 + planeNum * 8);
}
if (planeNum / (double) m_width >= m_length - 1 || m_cubes[(planeNum + m_width) / (double) m_width][planeNum % m_width] == HOLE) {
//back
plane->triangle(5 + planeNum * 8, 7 + planeNum * 8, 1 + planeNum * 8);
plane->triangle(1 + planeNum * 8, 7 + planeNum * 8, 5 + planeNum * 8);
plane->triangle(1 + planeNum * 8, 3 + planeNum * 8, 7 + planeNum * 8);
//.........这里部分代码省略.........
示例14: readModel
void AssetLoader::readModel(Ogre::SceneManager* sceneMgr, Ogre::SceneNode* scnNode, const aiScene* scene, aiNode* nd)
{
for (size_t n = 0; n < nd->mNumChildren; n++)
{
aiNode* cnd = nd->mChildren[n];
Ogre::SceneNode* cnode = createChildSceneNodeWithTransform(scnNode, cnd);
for (size_t i = 0; i < cnd->mNumMeshes; i++) {
aiMesh* m = scene->mMeshes[cnd->mMeshes[i]];
aiMaterial* mat = scene->mMaterials[m->mMaterialIndex];
std::string nodeName = getFullPathName(cnd);
Ogre::MaterialPtr omat = createMaterial(Ogre::String(nodeName), m->mMaterialIndex, mat);
aiVector3D* vec = m->mVertices;
aiVector3D* norm = m->mNormals;
aiVector3D* uv = m->mTextureCoords[0];
aiColor4D* vcol = NULL;
if (m->HasVertexColors(0)) vcol = m->mColors[0];
// 頂点情報の読み込み
Ogre::AxisAlignedBox aab;
Ogre::ManualObject* mobj = new Ogre::ManualObject(nodeName+"_MObj");
mobj->begin(omat->getName());
//mobj->begin("Ogre/Skin");
for (size_t n = 0; n < m->mNumVertices; n ++) {
Ogre::Vector3 position(vec->x, vec->y, vec->z);
aab.merge(position);
mobj->position(vec->x, vec->y, vec->z);
vec++;
mobj->normal(norm->x, norm->y, norm->z);
norm++;
if (uv) {
mobj->textureCoord(uv->x, uv->y);
uv++;
}
if (vcol) {
mobj->colour(vcol->r, vcol->g, vcol->b, vcol->a);
vcol++;
}
}
// ポリゴンの構築
for (size_t n = 0; n < m->mNumFaces; n++) {
aiFace* face = &m->mFaces[n];
for (size_t k = 0; k < face->mNumIndices; k++) {
mobj->index(face->mIndices[k]);
}
}
mobj->end();
mobj->setBoundingBox(aab);
Ogre::String meshName(nodeName+"_Mesh");
mobj->convertToMesh(meshName);
delete mobj;
Ogre::String entityName(nodeName+"_Entity");
std::cout << "entity: " << entityName << std::endl;
Ogre::Entity* ent = sceneMgr->createEntity(entityName, meshName);
cnode->attachObject(ent);
}
readModel(sceneMgr, cnode, scene, cnd);
}
}
示例15: CreateSplineParticleGeometry
void ParticleFactory::CreateSplineParticleGeometry(Ogre::String object_name, int num_particles, float loop_radius, float circle_radius){
/* Retrieve scene manager and root scene node */
Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();
/* Create the 3D object */
Ogre::ManualObject* object = NULL;
object = scene_manager->createManualObject(object_name);
object->setDynamic(false);
/* Create point list for the object */
object->begin("", Ogre::RenderOperation::OT_POINT_LIST);
/* Initialize random numbers */
std::srand(std::time(0));
/* Create a set of points which will be the particles */
/* This is similar to drawing a torus: we will sample points on a torus, but will allow the points to also
deviate a bit from the torus along the direction of a random vector */
float maxspray = 0.5; // This is how much we allow the points to deviate along a normalized vector
float u, v, w, theta, phi, spray; // Work variables
for (int i = 0; i < num_particles; i++){
// Get two random numbers
u = ((double) rand() / (RAND_MAX));
v = ((double) rand() / (RAND_MAX));
// Use u and v to define a point on the torus with angles theta and phi
theta = u * Ogre::Math::TWO_PI;
phi = v * Ogre::Math::TWO_PI;
// Get center of loop and point's normal on the torus
Ogre::Vector3 center = Ogre::Vector3(loop_radius*cos(theta), loop_radius*sin(theta), 0.0);
Ogre::Vector3 normal = Ogre::Vector3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi));
// Next, we want to let the points deviate along the direction of a random vector
// To obtain a random vector, we sample a point on the sphere
// The point on the sphere minus the origin (0, 0) is the random vector
// Randomly select two numbers to define a point in spherical coordinates
u = ((double) rand() / (RAND_MAX));
v = ((double) rand() / (RAND_MAX));
// Use u to define the angle theta along one direction of a sphere
theta = u * Ogre::Math::TWO_PI;
// Use v to define the angle phi along the other direction of the sphere
phi = acos(2.0*v - 1.0);
// Get the point on the sphere (equivalent to a normalized direction vector since the origin is zero)
Ogre::Vector3 direct = Ogre::Vector3(cos(theta)*sin(phi), sin(theta)*sin(phi), -cos(phi));
// We need z = -cos(phi) to make sure that the z coordinate runs from -1 to 1 as phi runs from 0 to pi
// Now, multiply a random amount of deviation by this vector, which is the deviation we will add to the point on the torus
w = ((double) rand() / (RAND_MAX));
spray = maxspray*pow((float) w, (float) (1.0/3.0)); // cbrt(w);
Ogre::Vector3 wander = Ogre::Vector3(spray*direct.x, spray*direct.y, direct.z);
// Add computed quantities to the object
object->position(center + normal*circle_radius);
object->normal(wander);
object->colour(Ogre::ColourValue(((float) i)/((float) num_particles), 0.0, 0.0)); // Store particle id in the red channel as a float
object->textureCoord(Ogre::Vector2(0.0, 0.0));
}
/* We finished the object */
object->end();
/* Convert triangle list to a mesh */
object->convertToMesh(object_name);
}