ManualSphereMeshes
From Ogre Wiki
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.

