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OgreVolumeMeshBuilder.h
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4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2014 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 
142 
145 
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
Real nZ
Z component of the normal.
bool _OgreVolumeExport operator<(const Vector3 &a, const Vector3 &b)
A less operator.
vector< Vertex >::type VecVertex
To hold vertices.
float Real
Software floating point type.
Callback class when the user needs information about the triangles of chunks of a LOD level...
void addVertex(const Vertex &v)
Adds a vertex to the data structure, reusing the index if it is already known.
unsigned int uint32
Definition: OgrePlatform.h:344
VecVertex mVertices
Holds the vertices of the mesh.
Class providing a much simplified interface to generating manual objects with custom geometry...
Real nY
Y component of the normal.
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.
Manages the organisation and rendering of a 'scene' i.e.
static const unsigned short MAIN_BINDING
The buffer binding.
Simple implementation of MovableObject and Renderable for single-part custom objects.
A 3D box aligned with the x/y/z axes.
virtual void position(const Vector3 &pos)
Add a vertex position, starting a new vertex at the same time.
AxisAlignedBox mBox
Holds the bounding box.
bool mBoxInit
Holds whether the initial bounding box has been set.
Real nX
X component of the normal.
Vertex(const Vector3 &v, const Vector3 &n)
Convenience constructor.
Real y
Y coordinate of the position.
virtual void index(uint32 idx)
Add a vertex index to construct faces / lines / points via indexing rather than just by a simple list...
bool _OgreVolumeExport operator==(Vertex const &a, Vertex const &b)
== operator for two vertices.
Lightweight struct to represent a mesh vertex.
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.
Defines an instance of a discrete, movable object based on a Mesh.
Definition: OgreEntity.h:82
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
VecIndices mIndices
Holds the indices of the mesh.
Real x
X coordinate of the position.
Real z
Z coordinate of the position.
Standard 3-dimensional vector.
Definition: OgreVector3.h:51
'New' rendering operation using vertex buffers.
struct _OgreVolumeExport Ogre::Volume::Vertex Vertex
Lightweight struct to represent a mesh vertex.
map< Vertex, size_t >::type UMapVertexIndex
Map to get a vertex index.
_StringBase String
vector< size_t >::type VecIndices
To hold indices.
#define _OgreVolumeExport
Class to build up a mesh with vertices and indices.