ManualSphereMeshes         Creating a sphere mesh manually with nice texture coordinates and normals
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You could always generate a sphere in your favorite modeller, but given the nature of some of the Ogre exporters, it's not always so easy.

The following code snippet will make a sphere, making full use of hardware vertex and index buffers for performance.

Original credit for this code goes to mcspy0312 from a post of his on the forums, but it looks like he got it from elsewhere too. His initial code was for a "sky sphere," with the faces pointing inwards. I modified it so that the faces had an outwards orientation and fixed a bug in the texture coordinate code.

C# version is also available in MOGRE ManualSphereMeshes.

If you have a screenshot of a sphere, please upload and add it.

Snippet

This code creates a sphere mesh with the given name:

void createSphere(const std::string& strName, const float r, const int nRings = 16, const int nSegments = 16)
 {
     MeshPtr pSphere = MeshManager::getSingleton().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;
     size_t currOffset = 0;
     // positions
     vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_POSITION);
     currOffset += VertexElement::getTypeSize(VET_FLOAT3);
     // normals
     vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_NORMAL);
     currOffset += VertexElement::getTypeSize(VET_FLOAT3);
     // two dimensional texture coordinates
     vertexDecl->addElement(0, currOffset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
     currOffset += VertexElement::getTypeSize(VET_FLOAT2);
 
     // allocate the vertex buffer
     vertexData->vertexCount = (nRings + 1) * (nSegments+1);
     HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
     VertexBufferBinding* binding = vertexData->vertexBufferBinding;
     binding->setBinding(0, vBuf);
     float* pVertex = static_cast<float*>(vBuf->lock(HardwareBuffer::HBL_DISCARD));
 
     // allocate index buffer
     pSphereVertex->indexData->indexCount = 6 * nRings * (nSegments + 1);
     pSphereVertex->indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(HardwareIndexBuffer::IT_16BIT, pSphereVertex->indexData->indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
     HardwareIndexBufferSharedPtr iBuf = pSphereVertex->indexData->indexBuffer;
     unsigned short* pIndices = static_cast<unsigned short*>(iBuf->lock(HardwareBuffer::HBL_DISCARD));
 
     float fDeltaRingAngle = (Math::PI / nRings);
     float fDeltaSegAngle = (2 * Math::PI / nSegments);
     unsigned short wVerticeIndex = 0 ;
 
     // Generate the group of rings for the sphere
     for( int ring = 0; ring <= nRings; ring++ ) {
         float r0 = r * sinf (ring * fDeltaRingAngle);
         float y0 = r * cosf (ring * fDeltaRingAngle);
 
         // Generate the group of segments for the current ring
         for(int seg = 0; seg <= nSegments; seg++) {
             float x0 = r0 * sinf(seg * fDeltaSegAngle);
             float z0 = r0 * cosf(seg * fDeltaSegAngle);
 
             // Add one vertex to the strip which makes up the sphere
             *pVertex++ = x0;
             *pVertex++ = y0;
             *pVertex++ = z0;
 
             Vector3 vNormal = 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++ = wVerticeIndex + nSegments + 1;
                 *pIndices++ = wVerticeIndex;               
                 *pIndices++ = wVerticeIndex + nSegments;
                 *pIndices++ = wVerticeIndex + nSegments + 1;
                 *pIndices++ = 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( AxisAlignedBox( Vector3(-r, -r, -r), Vector3(r, r, r) ), false );
     pSphere->_setBoundingSphereRadius(r);
         // this line makes clear the mesh is loaded (avoids memory leaks)
         pSphere->load();
  }

The parameters are

  • strName - The Mesh's name. You'll use this to access it.
  • r - The sphere's radius.
  • nRings - Number of lines of longitude in the sphere. Defaults to 16.
  • nSegments - Number of lines of latitude in the sphere. Also defaults to 16.

Example

Here's an example of how you would use this function and attach the new mesh to a SceneNode:

createSphere("mySphereMesh", 10, 64, 64);
 Entity* sphereEntity = sceneMgr->createEntity("mySphereEntity", "mySphereMesh");
 SceneNode* sphereNode = sceneMgr->getRootSceneNode()->createChildSceneNode();
 sphereEntity->setMaterialName("material_name_goes_here");
 sphereNode->attachObject(sphereEntity);

Don't forget to replace "material_name_goes_here" with the name of your material.

Creating a sphere with ManualObject

You can also create the mesh with the ManualObject class:

void createSphere(const std::string& strName, const float r, const int nRings = 16, const int nSegments = 16)
 {
     ManualObject * manual = sceneMgr->createManualObject(strName);
     manual->begin("BaseWhiteNoLighting", RenderOperation::OT_TRIANGLE_LIST);
 
     float fDeltaRingAngle = (Math::PI / nRings);
     float fDeltaSegAngle = (2 * Math::PI / nSegments);
     unsigned short wVerticeIndex = 0 ;
 
     // Generate the group of rings for the sphere
     for( int ring = 0; ring <= nRings; ring++ ) {
         float r0 = r * sinf (ring * fDeltaRingAngle);
         float y0 = r * cosf (ring * fDeltaRingAngle);
 
         // Generate the group of segments for the current ring
         for(int seg = 0; seg <= nSegments; seg++) {
             float x0 = r0 * sinf(seg * fDeltaSegAngle);
             float z0 = r0 * cosf(seg * fDeltaSegAngle);
 
             // Add one vertex to the strip which makes up the sphere
             manual->position( x0, y0, z0);
             manual->normal(Vector3(x0, y0, z0).normalisedCopy());
             manual->textureCoord((float) seg / (float) nSegments, (float) ring / (float) nRings);
 
             if (ring != nRings) {
                 // each vertex (except the last) has six indicies pointing to it
                 manual->index(wVerticeIndex + nSegments + 1);
                 manual->index(wVerticeIndex);               
                 manual->index(wVerticeIndex + nSegments);
                 manual->index(wVerticeIndex + nSegments + 1);
                 manual->index(wVerticeIndex + 1);
                 manual->index(wVerticeIndex);
                 wVerticeIndex ++;
                 }
         }; // end for seg
     } // end for ring
     manual->end();
     MeshPtr mesh = manual->convertToMesh(name);
     mesh->_setBounds( AxisAlignedBox( Vector3(-r, -r, -r), Vector3(r, r, r) ), false );
 
     mesh->_setBoundingSphereRadius(r);
        unsigned short src, dest;
        if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
        {
                  mesh->buildTangentVectors(VES_TANGENT, src, dest);
        }
 }

You can use the above example to include it in your code.


Contributors to this page: jacmoe60863 points  and OgreWikiBot .
Page last modified on Monday 28 of June, 2010 21:46:04 GMT by jacmoe60863 points .


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