/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreStableHeaders.h" #include "OgreMeshManager.h" #include "OgreMesh.h" #include "OgreSubMesh.h" #include "OgreMatrix4.h" #include "OgreMatrix3.h" #include "OgreVector3.h" #include "OgrePlane.h" #include "OgreHardwareBufferManager.h" #include "OgrePatchSurface.h" #include "OgreException.h" namespace Ogre { #define PI 3.1415926535897932384626433832795 //----------------------------------------------------------------------- template<> MeshManager* Singleton::ms_Singleton = 0; MeshManager* MeshManager::getSingletonPtr(void) { return ms_Singleton; } MeshManager& MeshManager::getSingleton(void) { assert( ms_Singleton ); return ( *ms_Singleton ); } //----------------------------------------------------------------------- MeshManager::MeshManager(): mBoundsPaddingFactor(0.01) { mPrepAllMeshesForShadowVolumes = false; mLoadOrder = 350.0f; mResourceType = "Mesh"; ResourceGroupManager::getSingleton()._registerResourceManager(mResourceType, this); } //----------------------------------------------------------------------- MeshManager::~MeshManager() { ResourceGroupManager::getSingleton()._unregisterResourceManager(mResourceType); } //----------------------------------------------------------------------- void MeshManager::_initialise(void) { // Create prefab objects createPrefabPlane(); } //----------------------------------------------------------------------- MeshPtr MeshManager::load( const String& filename, const String& groupName, HardwareBuffer::Usage vertexBufferUsage, HardwareBuffer::Usage indexBufferUsage, bool vertexBufferShadowed, bool indexBufferShadowed) { MeshPtr pMesh = getByName(filename); if (pMesh.isNull()) { pMesh = this->create(filename, groupName); pMesh->setVertexBufferPolicy(vertexBufferUsage, vertexBufferShadowed); pMesh->setIndexBufferPolicy(indexBufferUsage, indexBufferShadowed); } pMesh->load(); return pMesh; } //----------------------------------------------------------------------- MeshPtr MeshManager::createManual( const String& name, const String& groupName, ManualResourceLoader* loader) { MeshPtr pMesh = getByName(name); if (pMesh.isNull()) { pMesh = create(name, groupName, true, loader); } return pMesh; } //----------------------------------------------------------------------- MeshPtr MeshManager::createPlane( const String& name, const String& groupName, const Plane& plane, Real width, Real height, int xsegments, int ysegments, bool normals, int numTexCoordSets, Real xTile, Real yTile, const Vector3& upVector, HardwareBuffer::Usage vertexBufferUsage, HardwareBuffer::Usage indexBufferUsage, bool vertexShadowBuffer, bool indexShadowBuffer) { // Create manual mesh which calls back self to load MeshPtr pMesh = createManual(name, groupName, this); // Planes can never be manifold pMesh->setAutoBuildEdgeLists(false); // store parameters MeshBuildParams params; params.type = MBT_PLANE; params.plane = plane; params.width = width; params.height = height; params.xsegments = xsegments; params.ysegments = ysegments; params.normals = normals; params.numTexCoordSets = numTexCoordSets; params.xTile = xTile; params.yTile = yTile; params.upVector = upVector; params.vertexBufferUsage = vertexBufferUsage; params.indexBufferUsage = indexBufferUsage; params.vertexShadowBuffer = vertexShadowBuffer; params.indexShadowBuffer = indexShadowBuffer; mMeshBuildParams[pMesh.getPointer()] = params; // to preserve previous behaviour, load immediately pMesh->load(); return pMesh; } //----------------------------------------------------------------------- MeshPtr MeshManager::createCurvedPlane( const String& name, const String& groupName, const Plane& plane, Real width, Real height, Real bow, int xsegments, int ysegments, bool normals, int numTexCoordSets, Real xTile, Real yTile, const Vector3& upVector, HardwareBuffer::Usage vertexBufferUsage, HardwareBuffer::Usage indexBufferUsage, bool vertexShadowBuffer, bool indexShadowBuffer) { // Create manual mesh which calls back self to load MeshPtr pMesh = createManual(name, groupName, this); // Planes can never be manifold pMesh->setAutoBuildEdgeLists(false); // store parameters MeshBuildParams params; params.type = MBT_CURVED_PLANE; params.plane = plane; params.width = width; params.height = height; params.curvature = bow; params.xsegments = xsegments; params.ysegments = ysegments; params.normals = normals; params.numTexCoordSets = numTexCoordSets; params.xTile = xTile; params.yTile = yTile; params.upVector = upVector; params.vertexBufferUsage = vertexBufferUsage; params.indexBufferUsage = indexBufferUsage; params.vertexShadowBuffer = vertexShadowBuffer; params.indexShadowBuffer = indexShadowBuffer; mMeshBuildParams[pMesh.getPointer()] = params; // to preserve previous behaviour, load immediately pMesh->load(); return pMesh; } //----------------------------------------------------------------------- MeshPtr MeshManager::createCurvedIllusionPlane( const String& name, const String& groupName, const Plane& plane, Real width, Real height, Real curvature, int xsegments, int ysegments, bool normals, int numTexCoordSets, Real uTile, Real vTile, const Vector3& upVector, const Quaternion& orientation, HardwareBuffer::Usage vertexBufferUsage, HardwareBuffer::Usage indexBufferUsage, bool vertexShadowBuffer, bool indexShadowBuffer, int ySegmentsToKeep) { // Create manual mesh which calls back self to load MeshPtr pMesh = createManual(name, groupName, this); // Planes can never be manifold pMesh->setAutoBuildEdgeLists(false); // store parameters MeshBuildParams params; params.type = MBT_CURVED_ILLUSION_PLANE; params.plane = plane; params.width = width; params.height = height; params.curvature = curvature; params.xsegments = xsegments; params.ysegments = ysegments; params.normals = normals; params.numTexCoordSets = numTexCoordSets; params.xTile = uTile; params.yTile = vTile; params.upVector = upVector; params.orientation = orientation; params.vertexBufferUsage = vertexBufferUsage; params.indexBufferUsage = indexBufferUsage; params.vertexShadowBuffer = vertexShadowBuffer; params.indexShadowBuffer = indexShadowBuffer; params.ySegmentsToKeep = ySegmentsToKeep; mMeshBuildParams[pMesh.getPointer()] = params; // to preserve previous behaviour, load immediately pMesh->load(); return pMesh; } //----------------------------------------------------------------------- void MeshManager::tesselate2DMesh(SubMesh* sm, int meshWidth, int meshHeight, bool doubleSided, HardwareBuffer::Usage indexBufferUsage, bool indexShadowBuffer) { // The mesh is built, just make a list of indexes to spit out the triangles int vInc, uInc, v, u, iterations; int vCount, uCount; if (doubleSided) { iterations = 2; vInc = 1; v = 0; // Start with front } else { iterations = 1; vInc = 1; v = 0; } // Allocate memory for faces // Num faces, width*height*2 (2 tris per square), index count is * 3 on top sm->indexData->indexCount = (meshWidth-1) * (meshHeight-1) * 2 * iterations * 3; sm->indexData->indexBuffer = HardwareBufferManager::getSingleton(). createIndexBuffer(HardwareIndexBuffer::IT_16BIT, sm->indexData->indexCount, indexBufferUsage, indexShadowBuffer); int v1, v2, v3; //bool firstTri = true; HardwareIndexBufferSharedPtr ibuf = sm->indexData->indexBuffer; // Lock the whole buffer unsigned short* pIndexes = static_cast( ibuf->lock(HardwareBuffer::HBL_DISCARD) ); while (iterations--) { // Make tris in a zigzag pattern (compatible with strips) u = 0; uInc = 1; // Start with moving +u vCount = meshHeight - 1; while (vCount--) { uCount = meshWidth - 1; while (uCount--) { // First Tri in cell // ----------------- v1 = ((v + vInc) * meshWidth) + u; v2 = (v * meshWidth) + u; v3 = ((v + vInc) * meshWidth) + (u + uInc); // Output indexes *pIndexes++ = v1; *pIndexes++ = v2; *pIndexes++ = v3; // Second Tri in cell // ------------------ v1 = ((v + vInc) * meshWidth) + (u + uInc); v2 = (v * meshWidth) + u; v3 = (v * meshWidth) + (u + uInc); // Output indexes *pIndexes++ = v1; *pIndexes++ = v2; *pIndexes++ = v3; // Next column u += uInc; } // Next row v += vInc; u = 0; } // Reverse vInc for double sided v = meshHeight - 1; vInc = -vInc; } // Unlock ibuf->unlock(); } //----------------------------------------------------------------------- void MeshManager::createPrefabPlane(void) { MeshPtr msh = create( "Prefab_Plane", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true, // manually loaded this); // Planes can never be manifold msh->setAutoBuildEdgeLists(false); // to preserve previous behaviour, load immediately msh->load(); } //----------------------------------------------------------------------- void MeshManager::loadResource(Resource* res) { Mesh* msh = static_cast(res); // Manual resource load if (res->getName() == "Prefab_Plane") { SubMesh* sub = msh->createSubMesh(); float vertices[32] = { -100, -100, 0, // pos 0,0,1, // normal 0,1, // texcoord 100, -100, 0, 0,0,1, 1,1, 100, 100, 0, 0,0,1, 1,0, -100, 100, 0 , 0,0,1, 0,0 }; msh->sharedVertexData = new VertexData(); msh->sharedVertexData->vertexCount = 4; VertexDeclaration* decl = msh->sharedVertexData->vertexDeclaration; VertexBufferBinding* bind = msh->sharedVertexData->vertexBufferBinding; size_t offset = 0; decl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); decl->addElement(0, offset, VET_FLOAT3, VES_NORMAL); offset += VertexElement::getTypeSize(VET_FLOAT3); decl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0); offset += VertexElement::getTypeSize(VET_FLOAT2); HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( offset, 4, HardwareBuffer::HBU_STATIC_WRITE_ONLY); bind->setBinding(0, vbuf); vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true); sub->useSharedVertices = true; HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). createIndexBuffer( HardwareIndexBuffer::IT_16BIT, 6, HardwareBuffer::HBU_STATIC_WRITE_ONLY); unsigned short faces[6] = {0,1,2, 0,2,3 }; sub->indexData->indexBuffer = ibuf; sub->indexData->indexCount = 6; sub->indexData->indexStart =0; ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true); msh->_setBounds(AxisAlignedBox(-100,-100,0,100,100,0), true); msh->_setBoundingSphereRadius(Math::Sqrt(100*100+100*100)); } else { // Find build parameters MeshBuildParamsMap::iterator ibld = mMeshBuildParams.find(res); if (ibld == mMeshBuildParams.end()) { OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Cannot find build parameters for " + res->getName(), "MeshManager::loadResource"); } MeshBuildParams& params = ibld->second; switch(params.type) { case MBT_PLANE: loadManualPlane(msh, params); break; case MBT_CURVED_ILLUSION_PLANE: loadManualCurvedIllusionPlane(msh, params); break; case MBT_CURVED_PLANE: loadManualCurvedPlane(msh, params); break; default: OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Unknown build parameters for " + res->getName(), "MeshManager::loadResource"); } } } //----------------------------------------------------------------------- void MeshManager::loadManualPlane(Mesh* pMesh, MeshBuildParams& params) { int i; SubMesh *pSub = pMesh->createSubMesh(); // Set up vertex data // Use a single shared buffer pMesh->sharedVertexData = new VertexData(); VertexData* vertexData = pMesh->sharedVertexData; // Set up Vertex Declaration VertexDeclaration* vertexDecl = vertexData->vertexDeclaration; size_t currOffset = 0; // We always need positions vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_POSITION); currOffset += VertexElement::getTypeSize(VET_FLOAT3); // Optional normals if(params.normals) { vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_NORMAL); currOffset += VertexElement::getTypeSize(VET_FLOAT3); } for (i = 0; i < params.numTexCoordSets; ++i) { // Assumes 2D texture coords vertexDecl->addElement(0, currOffset, VET_FLOAT2, VES_TEXTURE_COORDINATES, i); currOffset += VertexElement::getTypeSize(VET_FLOAT2); } vertexData->vertexCount = (params.xsegments + 1) * (params.ysegments + 1); // Allocate vertex buffer HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton(). createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, params.vertexBufferUsage, params.vertexShadowBuffer); // Set up the binding (one source only) VertexBufferBinding* binding = vertexData->vertexBufferBinding; binding->setBinding(0, vbuf); // Work out the transform required // Default orientation of plane is normal along +z, distance 0 Matrix4 xlate, xform, rot; Matrix3 rot3; xlate = rot = Matrix4::IDENTITY; // Determine axes Vector3 zAxis, yAxis, xAxis; zAxis = params.plane.normal; zAxis.normalise(); yAxis = params.upVector; yAxis.normalise(); xAxis = yAxis.crossProduct(zAxis); if (xAxis.length() == 0) { //upVector must be wrong OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "The upVector you supplied is parallel to the plane normal, so is not valid.", "MeshManager::createPlane"); } rot3.FromAxes(xAxis, yAxis, zAxis); rot = rot3; // Set up standard xform from origin xlate.setTrans(params.plane.normal * -params.plane.d); // concatenate xform = xlate * rot; // Generate vertex data // Lock the whole buffer float* pReal = static_cast( vbuf->lock(HardwareBuffer::HBL_DISCARD) ); Real xSpace = params.width / params.xsegments; Real ySpace = params.height / params.ysegments; Real halfWidth = params.width / 2; Real halfHeight = params.height / 2; Real xTex = (1.0f * params.xTile) / params.xsegments; Real yTex = (1.0f * params.yTile) / params.ysegments; Vector3 vec; Vector3 min, max; Real maxSquaredLength; bool firstTime = true; for (int y = 0; y < params.ysegments + 1; ++y) { for (int x = 0; x < params.xsegments + 1; ++x) { // Work out centered on origin vec.x = (x * xSpace) - halfWidth; vec.y = (y * ySpace) - halfHeight; vec.z = 0.0f; // Transform by orientation and distance vec = xform * vec; // Assign to geometry *pReal++ = vec.x; *pReal++ = vec.y; *pReal++ = vec.z; // Build bounds as we go if (firstTime) { min = vec; max = vec; maxSquaredLength = vec.squaredLength(); firstTime = false; } else { min.makeFloor(vec); max.makeCeil(vec); maxSquaredLength = std::max(maxSquaredLength, vec.squaredLength()); } if (params.normals) { // Default normal is along unit Z vec = Vector3::UNIT_Z; // Rotate vec = rot * vec; *pReal++ = vec.x; *pReal++ = vec.y; *pReal++ = vec.z; } for (i = 0; i < params.numTexCoordSets; ++i) { *pReal++ = x * xTex; *pReal++ = 1 - (y * yTex); } } // x } // y // Unlock vbuf->unlock(); // Generate face list pSub->useSharedVertices = true; tesselate2DMesh(pSub, params.xsegments + 1, params.ysegments + 1, false, params.indexBufferUsage, params.indexShadowBuffer); pMesh->_setBounds(AxisAlignedBox(min, max), true); pMesh->_setBoundingSphereRadius(Math::Sqrt(maxSquaredLength)); } //----------------------------------------------------------------------- void MeshManager::loadManualCurvedPlane(Mesh* pMesh, MeshBuildParams& params) { int i; SubMesh *pSub = pMesh->createSubMesh(); // Set options pMesh->sharedVertexData = new VertexData(); pMesh->sharedVertexData->vertexStart = 0; VertexBufferBinding* bind = pMesh->sharedVertexData->vertexBufferBinding; VertexDeclaration* decl = pMesh->sharedVertexData->vertexDeclaration; pMesh->sharedVertexData->vertexCount = (params.xsegments + 1) * (params.ysegments + 1); size_t offset = 0; decl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); if (params.normals) { decl->addElement(0, 0, VET_FLOAT3, VES_NORMAL); offset += VertexElement::getTypeSize(VET_FLOAT3); } for (i = 0; i < params.numTexCoordSets; ++i) { decl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, i); offset += VertexElement::getTypeSize(VET_FLOAT2); } // Allocate memory HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( offset, pMesh->sharedVertexData->vertexCount, params.vertexBufferUsage, params.vertexShadowBuffer); bind->setBinding(0, vbuf); // Work out the transform required // Default orientation of plane is normal along +z, distance 0 Matrix4 xlate, xform, rot; Matrix3 rot3; xlate = rot = Matrix4::IDENTITY; // Determine axes Vector3 zAxis, yAxis, xAxis; zAxis = params.plane.normal; zAxis.normalise(); yAxis = params.upVector; yAxis.normalise(); xAxis = yAxis.crossProduct(zAxis); if (xAxis.length() == 0) { //upVector must be wrong OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "The upVector you supplied is parallel to the plane normal, so is not valid.", "MeshManager::createPlane"); } rot3.FromAxes(xAxis, yAxis, zAxis); rot = rot3; // Set up standard xform from origin xlate.setTrans(params.plane.normal * -params.plane.d); // concatenate xform = xlate * rot; // Generate vertex data float* pFloat = static_cast( vbuf->lock(HardwareBuffer::HBL_DISCARD)); Real xSpace = params.width / params.xsegments; Real ySpace = params.height / params.ysegments; Real halfWidth = params.width / 2; Real halfHeight = params.height / 2; Real xTex = (1.0f * params.xTile) / params.xsegments; Real yTex = (1.0f * params.yTile) / params.ysegments; Vector3 vec; Vector3 min, max; Real maxSqLen; bool first = true; Real diff_x, diff_y, dist; for (int y = 0; y < params.ysegments + 1; ++y) { for (int x = 0; x < params.xsegments + 1; ++x) { // Work out centered on origin vec.x = (x * xSpace) - halfWidth; vec.y = (y * ySpace) - halfHeight; // Here's where curved plane is different from standard plane. Amazing, I know. diff_x = (x - ((params.xsegments) / 2)) / static_cast((params.xsegments)); diff_y = (y - ((params.ysegments) / 2)) / static_cast((params.ysegments)); dist = sqrt(diff_x*diff_x + diff_y * diff_y ); vec.z = (-sin((1-dist) * (PI/2)) * params.curvature) + params.curvature; // Transform by orientation and distance vec = xform * vec; // Assign to geometry *pFloat++ = vec.x; *pFloat++ = vec.y; *pFloat++ = vec.z; // Record bounds if (first) { min = max = vec; maxSqLen = vec.squaredLength(); first = false; } else { min.makeFloor(vec); max.makeCeil(vec); maxSqLen = std::max(maxSqLen, vec.squaredLength()); } if (params.normals) { // This part is kinda 'wrong' for curved planes... but curved planes are // very valuable outside sky planes, which don't typically need normals // so I'm not going to mess with it for now. // Default normal is along unit Z vec = Vector3::UNIT_Z; // Rotate vec = rot * vec; *pFloat++ = vec.x; *pFloat++ = vec.y; *pFloat++ = vec.z; } for (i = 0; i < params.numTexCoordSets; ++i) { *pFloat++ = x * xTex; *pFloat++ = 1 - (y * yTex); } } // x } // y vbuf->unlock(); // Generate face list tesselate2DMesh(pSub, params.xsegments + 1, params.ysegments + 1, false, params.indexBufferUsage, params.indexShadowBuffer); pMesh->_setBounds(AxisAlignedBox(min, max), true); pMesh->_setBoundingSphereRadius(Math::Sqrt(maxSqLen)); } //----------------------------------------------------------------------- void MeshManager::loadManualCurvedIllusionPlane(Mesh* pMesh, MeshBuildParams& params) { int i; SubMesh *pSub = pMesh->createSubMesh(); if (params.ySegmentsToKeep == -1) params.ySegmentsToKeep = params.ysegments; // Set up vertex data // Use a single shared buffer pMesh->sharedVertexData = new VertexData(); VertexData* vertexData = pMesh->sharedVertexData; // Set up Vertex Declaration VertexDeclaration* vertexDecl = vertexData->vertexDeclaration; size_t currOffset = 0; // We always need positions vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_POSITION); currOffset += VertexElement::getTypeSize(VET_FLOAT3); // Optional normals if(params.normals) { vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_NORMAL); currOffset += VertexElement::getTypeSize(VET_FLOAT3); } for (i = 0; i < params.numTexCoordSets; ++i) { // Assumes 2D texture coords vertexDecl->addElement(0, currOffset, VET_FLOAT2, VES_TEXTURE_COORDINATES, i); currOffset += VertexElement::getTypeSize(VET_FLOAT2); } vertexData->vertexCount = (params.xsegments + 1) * (params.ySegmentsToKeep + 1); // Allocate vertex buffer HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton(). createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, params.vertexBufferUsage, params.vertexShadowBuffer); // Set up the binding (one source only) VertexBufferBinding* binding = vertexData->vertexBufferBinding; binding->setBinding(0, vbuf); // Work out the transform required // Default orientation of plane is normal along +z, distance 0 Matrix4 xlate, xform, rot; Matrix3 rot3; xlate = rot = Matrix4::IDENTITY; // Determine axes Vector3 zAxis, yAxis, xAxis; zAxis = params.plane.normal; zAxis.normalise(); yAxis = params.upVector; yAxis.normalise(); xAxis = yAxis.crossProduct(zAxis); if (xAxis.length() == 0) { //upVector must be wrong OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "The upVector you supplied is parallel to the plane normal, so is not valid.", "MeshManager::createPlane"); } rot3.FromAxes(xAxis, yAxis, zAxis); rot = rot3; // Set up standard xform from origin xlate.setTrans(params.plane.normal * -params.plane.d); // concatenate xform = xlate * rot; // Generate vertex data // Imagine a large sphere with the camera located near the top // The lower the curvature, the larger the sphere // Use the angle from viewer to the points on the plane // Credit to Aftershock for the general approach Real camPos; // Camera position relative to sphere center // Derive sphere radius Vector3 vertPos; // position relative to camera Real sphDist; // Distance from camera to sphere along box vertex vector // Vector3 camToSph; // camera position to sphere Real sphereRadius;// Sphere radius // Actual values irrelevant, it's the relation between sphere radius and camera position that's important const Real SPHERE_RAD = 100.0; const Real CAM_DIST = 5.0; sphereRadius = SPHERE_RAD - params.curvature; camPos = sphereRadius - CAM_DIST; // Lock the whole buffer float* pFloat = static_cast( vbuf->lock(HardwareBuffer::HBL_DISCARD) ); Real xSpace = params.width / params.xsegments; Real ySpace = params.height / params.ysegments; Real halfWidth = params.width / 2; Real halfHeight = params.height / 2; Vector3 vec, norm; Vector3 min, max; Real maxSquaredLength; bool firstTime = true; for (int y = params.ysegments - params.ySegmentsToKeep; y < params.ysegments + 1; ++y) { for (int x = 0; x < params.xsegments + 1; ++x) { // Work out centered on origin vec.x = (x * xSpace) - halfWidth; vec.y = (y * ySpace) - halfHeight; vec.z = 0.0f; // Transform by orientation and distance vec = xform * vec; // Assign to geometry *pFloat++ = vec.x; *pFloat++ = vec.y; *pFloat++ = vec.z; // Build bounds as we go if (firstTime) { min = vec; max = vec; maxSquaredLength = vec.squaredLength(); firstTime = false; } else { min.makeFloor(vec); max.makeCeil(vec); maxSquaredLength = std::max(maxSquaredLength, vec.squaredLength()); } if (params.normals) { // Default normal is along unit Z norm = Vector3::UNIT_Z; // Rotate norm = params.orientation * norm; *pFloat++ = norm.x; *pFloat++ = norm.y; *pFloat++ = norm.z; } // Generate texture coords // Normalise position // modify by orientation to return +y up vec = params.orientation.Inverse() * vec; vec.normalise(); // Find distance to sphere sphDist = Math::Sqrt(camPos*camPos * (vec.y*vec.y-1.0) + sphereRadius*sphereRadius) - camPos*vec.y; vec.x *= sphDist; vec.z *= sphDist; // Use x and y on sphere as texture coordinates, tiled Real s = vec.x * (0.01 * params.xTile); Real t = 1 - (vec.z * (0.01 * params.yTile)); for (i = 0; i < params.numTexCoordSets; ++i) { *pFloat++ = s; *pFloat++ = t; } } // x } // y // Unlock vbuf->unlock(); // Generate face list pSub->useSharedVertices = true; tesselate2DMesh(pSub, params.xsegments + 1, params.ySegmentsToKeep + 1, false, params.indexBufferUsage, params.indexShadowBuffer); pMesh->_setBounds(AxisAlignedBox(min, max), true); pMesh->_setBoundingSphereRadius(Math::Sqrt(maxSquaredLength)); } //----------------------------------------------------------------------- PatchMeshPtr MeshManager::createBezierPatch(const String& name, const String& groupName, void* controlPointBuffer, VertexDeclaration *declaration, size_t width, size_t height, size_t uMaxSubdivisionLevel, size_t vMaxSubdivisionLevel, PatchSurface::VisibleSide visibleSide, HardwareBuffer::Usage vbUsage, HardwareBuffer::Usage ibUsage, bool vbUseShadow, bool ibUseShadow) { if (width < 3 || height < 3) { OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Bezier patch require at least 3x3 control points", "MeshManager::createBezierPatch"); } MeshPtr pMesh = getByName(name); if (!pMesh.isNull()) { OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM, "A mesh called " + name + " already exists!", "MeshManager::createBezierPatch"); } PatchMesh* pm = new PatchMesh(this, name, getNextHandle(), groupName); pm->define(controlPointBuffer, declaration, width, height, uMaxSubdivisionLevel, vMaxSubdivisionLevel, visibleSide, vbUsage, ibUsage, vbUseShadow, ibUseShadow); pm->load(); ResourcePtr res(pm); addImpl(res); return res; } //----------------------------------------------------------------------- void MeshManager::setPrepareAllMeshesForShadowVolumes(bool enable) { mPrepAllMeshesForShadowVolumes = enable; } //----------------------------------------------------------------------- bool MeshManager::getPrepareAllMeshesForShadowVolumes(void) { return mPrepAllMeshesForShadowVolumes; } //----------------------------------------------------------------------- Real MeshManager::getBoundsPaddingFactor(void) { return mBoundsPaddingFactor; } //----------------------------------------------------------------------- void MeshManager::setBoundsPaddingFactor(Real paddingFactor) { mBoundsPaddingFactor = paddingFactor; } //----------------------------------------------------------------------- Resource* MeshManager::createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* createParams) { // no use for createParams here return new Mesh(this, name, handle, group, isManual, loader); } //----------------------------------------------------------------------- }