OgreVolumeMeshBuilder.h
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1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
6 
7 Copyright (c) 2000-2013 Torus Knot Software Ltd
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28 #ifndef __Ogre_Volume_MeshBuilder_H__
29 #define __Ogre_Volume_MeshBuilder_H__
30 
31 #include <vector>
32 #include "OgreSimpleRenderable.h"
33 #include "OgreManualObject.h"
34 #include "OgreRenderOperation.h"
35 #include "OgreVector3.h"
36 #include "OgreAxisAlignedBox.h"
37 #include "OgreSceneManager.h"
39 
40 namespace Ogre {
41 namespace Volume {
42 
45  typedef struct _OgreVolumeExport Vertex
46  {
49 
52 
55 
58 
61 
64 
71  Vertex(const Vector3 &v, const Vector3 &n) :
72  x(v.x), y(v.y), z(v.z),
73  nX(n.x), nY(n.y), nZ(n.z)
74  {
75  }
77  {
78  }
79  } Vertex;
80 
87  bool _OgreVolumeExport operator==(Vertex const& a, Vertex const& b);
88 
97  bool _OgreVolumeExport operator<(const Vertex& a, const Vertex& b);
98 
102 
106 
111  {
112  public:
113  virtual ~MeshBuilderCallback() {}
114 
127  virtual void ready(const SimpleRenderable *simpleRenderable, const VecVertex &vertices, const VecIndices &indices, size_t level, int inProcess) = 0;
128  };
129 
133  {
134  protected:
135 
137  static const unsigned short MAIN_BINDING;
138 
141  UMapVertexIndex mIndexMap;
142 
144  VecVertex mVertices;
145 
147  VecIndices mIndices;
148 
151 
153  bool mBoxInit;
154 
159  inline void addVertex(const Vertex &v)
160  {
161  size_t i = 0;
162  if (mIndexMap.find(v) == mIndexMap.end())
163  {
164  i = mVertices.size();
165  mIndexMap[v] = i;
166  mVertices.push_back(v);
167 
168  // Update bounding box
169  if (!mBoxInit)
170  {
171  mBox.setExtents(v.x, v.y, v.z, v.x, v.y, v.z);
172  mBoxInit = true;
173  }
174  else
175  {
176  if (v.x < mBox.getMinimum().x)
177  {
178  mBox.setMinimumX(v.x);
179  }
180  if (v.y < mBox.getMinimum().y)
181  {
182  mBox.setMinimumY(v.y);
183  }
184  if (v.z < mBox.getMinimum().z)
185  {
186  mBox.setMinimumZ(v.z);
187  }
188  if (v.x > mBox.getMaximum().x)
189  {
190  mBox.setMaximumX(v.x);
191  }
192  if (v.y > mBox.getMaximum().y)
193  {
194  mBox.setMaximumY(v.y);
195  }
196  if (v.z > mBox.getMaximum().z)
197  {
198  mBox.setMaximumZ(v.z);
199  }
200  }
201  }
202  else
203  {
204  i = mIndexMap[v];
205  }
206  mIndices.push_back(i);
207  }
208 
209  public:
210 
238  static inline void addCubeToManualObject(
239  ManualObject *manual,
240  const Vector3 &c0,
241  const Vector3 &c1,
242  const Vector3 &c2,
243  const Vector3 &c3,
244  const Vector3 &c4,
245  const Vector3 &c5,
246  const Vector3 &c6,
247  const Vector3 &c7,
248  uint32 &baseIndex
249  )
250  {
251  manual->position(c0);
252  manual->position(c1);
253  manual->position(c2);
254  manual->position(c3);
255  manual->position(c4);
256  manual->position(c5);
257  manual->position(c6);
258  manual->position(c7);
259 
260  manual->index(baseIndex + 0); manual->index(baseIndex + 1);
261  manual->index(baseIndex + 1); manual->index(baseIndex + 2);
262  manual->index(baseIndex + 2); manual->index(baseIndex + 3);
263  manual->index(baseIndex + 3); manual->index(baseIndex + 0);
264 
265  manual->index(baseIndex + 4); manual->index(baseIndex + 5);
266  manual->index(baseIndex + 5); manual->index(baseIndex + 6);
267  manual->index(baseIndex + 6); manual->index(baseIndex + 7);
268  manual->index(baseIndex + 7); manual->index(baseIndex + 4);
269 
270  manual->index(baseIndex + 0); manual->index(baseIndex + 4);
271  manual->index(baseIndex + 1); manual->index(baseIndex + 5);
272  manual->index(baseIndex + 2); manual->index(baseIndex + 6);
273  manual->index(baseIndex + 3); manual->index(baseIndex + 7);
274  baseIndex += 8;
275  }
276 
279  MeshBuilder(void);
280 
295  inline void addTriangle(const Vector3 &v0, const Vector3 &n0, const Vector3 &v1, const Vector3 &n1, const Vector3 &v2, const Vector3 &n2)
296  {
297  addVertex(Vertex(v0, n0));
298  addVertex(Vertex(v1, n1));
299  addVertex(Vertex(v2, n2));
300  }
301 
309  size_t generateBuffers(RenderOperation &operation);
310 
321  Entity* generateWithManualObject(SceneManager *sceneManager, const String &name, const String &material);
322 
327  AxisAlignedBox getBoundingBox(void);
328 
339  void executeCallback(MeshBuilderCallback *callback, const SimpleRenderable *simpleRenderable, size_t level, int inProcess) const;
340 
341  };
342 }
343 }
344 
345 #endif
Callback class when the user needs information about the triangles of chunks of a LOD level...
map< Vertex, size_t >::type UMapVertexIndex
Map to get a vertex index.
AxisAlignedBox mBox
Holds the bounding box.
bool mBoxInit
Holds whether the initial bounding box has been set.
float Real
Software floating point type.
Real z
Z coordinate of the position.
static const unsigned short MAIN_BINDING
The buffer binding.
static void addCubeToManualObject(ManualObject *manual, const Vector3 &c0, const Vector3 &c1, const Vector3 &c2, const Vector3 &c3, const Vector3 &c4, const Vector3 &c5, const Vector3 &c6, const Vector3 &c7, uint32 &baseIndex)
Adds a cube to a manual object rendering lines.
Class providing a much simplified interface to generating manual objects with custom geometry...
VecIndices mIndices
Holds the indices of the mesh.
Standard 3-dimensional vector.
Definition: OgreVector3.h:51
void setMinimumX(Real x)
Changes one of the components of the minimum corner of the box used to resize only one dimension of t...
Real y
Y coordinate of the position.
Real x
X coordinate of the position.
const Vector3 & getMinimum(void) const
Gets the minimum corner of the box.
Real nX
X component of the normal.
Real nZ
Z component of the normal.
_StringBase String
const Vector3 & getMaximum(void) const
Gets the maximum corner of the box.
virtual void index(uint32 idx)
Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list...
Lightweight struct to represent a mesh vertex.
vector< size_t >::type VecIndices
To hold indices.
unsigned int uint32
Definition: OgrePlatform.h:359
struct _OgreVolumeExport Ogre::Volume::Vertex Vertex
Lightweight struct to represent a mesh vertex.
void setExtents(const Vector3 &min, const Vector3 &max)
Sets both minimum and maximum extents at once.
void addTriangle(const Vector3 &v0, const Vector3 &n0, const Vector3 &v1, const Vector3 &n1, const Vector3 &v2, const Vector3 &n2)
Adds a triangle to the mesh with reusing already existent vertices via their index.
virtual void position(const Vector3 &pos)
Add a vertex position, starting a new vertex at the same time.
void setMaximumX(Real x)
Changes one of the components of the maximum corner of the box used to resize only one dimension of t...
'New' rendering operation using vertex buffers.
Defines an instance of a discrete, movable object based on a Mesh.
Definition: OgreEntity.h:82
bool _OgreVolumeExport operator==(Vertex const &a, Vertex const &b)
== operator for two vertices.
vector< Vertex >::type VecVertex
To hold vertices.
Vertex(const Vector3 &v, const Vector3 &n)
Convenience constructor.
void addVertex(const Vertex &v)
Adds a vertex to the data structure, reusing the index if it is already known.
A 3D box aligned with the x/y/z axes.
Manages the organisation and rendering of a 'scene' i.e.
#define _OgreVolumeExport
Simple implementation of MovableObject and Renderable for single-part custom objects.
VecVertex mVertices
Holds the vertices of the mesh.
bool _OgreVolumeExport operator<(const Vector3 &a, const Vector3 &b)
A less operator.
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Class to build up a mesh with vertices and indices.
Real nY
Y component of the normal.

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Last modified Sat Sep 20 2014 20:06:38