?? ogrespheremeshcollisionshape.h
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///////////////////////////////////////////////////////////////////////////////
/// @file OgreCollisionShape.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 __OgreSphereMeshCollisionShape_h__
# define __OgreSphereMeshCollisionShape_h__
#include "OgreOpcodeExports.h"
# include <Ogre.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 SphereMeshCollisionShape object may be shared between several
/// CollisionObject%s. 2 SphereMeshCollisionShape objects may also
/// be queried directly whether they intersect.
///
/// SphereMeshCollisionShape objects are also able to load themselves
/// from a mesh file.
class _OgreOpcode_Export SphereMeshCollisionShape : public ICollisionShape
{
public:
/// Constructs a SphereMeshCollisionShape
SphereMeshCollisionShape(const Ogre::String& name);
virtual ~SphereMeshCollisionShape();
/// load collide geometry from mesh, and build a collision tree
virtual bool load(const Ogre::String& name, Ogre::SceneNode* scnNode, const float r, const int nRings = 16, const int nSegments = 16);
/// 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();
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 SphereMeshCollisionShape'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 SphereMeshCollisionShape's cached data and the actual mesh
/// hardware buffers. Mostly useful for implementing something like
/// deformable body physics.
virtual bool _rebuildFromCachedData();
private:
Ogre::Entity* mEntity;
void createSphere(const std::string& strName, const float r, const int nRings = 16, const int nSegments = 16);
/// Count up the total number of vertices and indices in the Ogre mesh
void countIndicesAndVertices(Ogre::Entity * entity, size_t & index_count, size_t & vertex_count);
/// Convert ogre Mesh to simple float and int arrays
void convertMeshData(Ogre::Entity * entity, float * vertexData, size_t vertex_count, size_t * faceData=0, size_t index_count=0);
/// prevent default construction
SphereMeshCollisionShape();
};
}; // namespace OgreOpcode
#endif // __OgreSphereMeshCollisionShape_h__
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