?? ogreterraincollisionshape.h
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///////////////////////////////////////////////////////////////////////////////
/// @file OgreTerrainCollisionShape.h
/// @brief <TODO: insert file description here>
///
/// @author The OgreOpcode Team
///
///////////////////////////////////////////////////////////////////////////////
///
/// This file is part of OgreOpcode.
///
/// A lot of the code is based on the Nebula Opcode Collision module, see docs/Nebula_license.txt
///
/// OgreOpcode 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 2.1 of the License, or (at your option) any later version.
///
/// OgreOpcode 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 OgreOpcode; if not, write to the Free Software
/// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
///
///////////////////////////////////////////////////////////////////////////////
#ifndef __OgreTerrainCollisionShape_h__
# define __OgreTerrainCollisionShape_h__
#include "OgreOpcodeExports.h"
# include <Ogre.h>
#include "OgrePtrCollisionShape.h"
#include "IOgreCollisionShape.h"
#include "OgreCollisionTypes.h"
#include "OgreOpcodeDebugObject.h"
#include "Opcode/Opcode.h"
namespace OgreOpcode
{
class CollisionPair;
/// Describes shapes for collision system.
/// Holds a triangle list describing a collision shape.
/// One TerrainCollisionShape object may be shared between several
/// CollisionObject%s. 2 TerrainCollisionShape objects may also
/// be queried directly whether they intersect.
///
/// TerrainCollisionShape objects are also able to load themselves
/// from a mesh file.
class _OgreOpcode_Export TerrainCollisionShape : public ICollisionShape
{
public:
/// Constructs a TerrainCollisionShape
TerrainCollisionShape(const Ogre::String& name);
virtual ~TerrainCollisionShape();
/// Retrieve current vertex data from mesh and refit collision tree.
/// This is an O(n) operation in the number of vertices in the mesh.
virtual bool refit();
/// load collide geometry from mesh, and build a collision tree
virtual bool load(int numVertices, float *vertices, int verticesPerRow, int rowCount);
protected:
/// Reload the collision geometry from mesh, rebuild collision tree from scratch.
/// Potentially very slow. Only necessary if the mesh has drastically changed,
/// like topology changing deformations, or a change in the number of tris.
/// In most cases RefitToMesh() is sufficient, and much faster.
/// Under usual circumstances there is no need to call this method.
virtual bool rebuild();
/// Refits the collision tree to the currently cached vertex data.
/// This is an O(n) operation in the number of vertices in the mesh.
/// This is an advanced method. It assumes that the user is manually
/// updating both the TerrainCollisionShape's cached data and the actual mesh
/// hardware buffers. Mostly useful for implementing something like
/// deformable body physics.
virtual bool _refitToCachedData();
/// rebuild collision tree from scratch using currently cached vertex data
/// This is potentially quite slow. Only necessary if the mesh has drastically changed,
/// like topology changing deformations, or a change in the number of tris.
/// In most cases _RefitToCachedGeometry() is sufficient, and much faster.
/// This is an advanced method. It assumes that the user is manually
/// updating both the TerrainCollisionShape's cached data and the actual mesh
/// hardware buffers. Mostly useful for implementing something like
/// deformable body physics.
virtual bool _rebuildFromCachedData();
/// get tri coords from tri index
virtual void getTriCoords(int index, Ogre::Vector3& v0, Ogre::Vector3& v1, Ogre::Vector3& v2);
/// visualize the collide shape
virtual void visualize(Details::OgreOpcodeDebugger* activeDebugger);
private:
/// prevent default construction
TerrainCollisionShape();
int mVerticesPerRow;
// data populated from load function
// in the future we may want access to this information via this class
std::vector<float>* mHeightmapData;
Ogre::Real mWidth;
Ogre::Real mDepth;
Ogre::Vector3 mOffset;
Ogre::Vector3 mScale;
};
/// Extract triangle coordinates from triangle index.
inline
void
TerrainCollisionShape::getTriCoords(int index, Ogre::Vector3& v0, Ogre::Vector3& v1, Ogre::Vector3& v2)
{
//uint trisPerRow = ((mVerticesPerRow-1)<<1);
//uint row = index / trisPerRow;
//uint coll = index % trisPerRow;
//uint i0 = row*mVerticesPerRow + (coll>>1);
//// here we use a lookup table for a good tesselation
//uint lookup[4][3] =
//{
// {0,mVerticesPerRow+1,1}, // case 0
// {0,mVerticesPerRow,mVerticesPerRow+1},// case 1
// {mVerticesPerRow,mVerticesPerRow+1,1},// case 2
// {0,mVerticesPerRow,1} // case 3
//};
//// compute key into lookup table
//uint key = (row%2) ? (coll%2) | ((i0%2)<<1) : (3- ((coll%2) | ((i0%2)<<1)));
//float* vp0 = &mVertexBuf[i0 +lookup[key][0]];
//float* vp1 = &mVertexBuf[i0 +lookup[key][1]];
//float* vp2 = &mVertexBuf[i0 +lookup[key][2]];
float* vp0 = &mVertexBuf[index+0];
float* vp1 = &mVertexBuf[index+1];
float* vp2 = &mVertexBuf[index+2];
v0 = Ogre::Vector3(vp0[0], vp0[1], vp0[2]);
v1 = Ogre::Vector3(vp1[0], vp1[1], vp1[2]);
v2 = Ogre::Vector3(vp2[0], vp2[1], vp2[2]);
}
}; // namespace OgreOpcode
#endif // __OgreTerrainCollisionShape_h__
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