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This is a method to create a tetrahedron as ManualObject.

For Ogre users it should be easy to port.
If somebody do so, please publish the code (or send it to user Beauty).

It's going easy on resources (just 4 vertices and 4 triangles) and usefull if you need many objects in your scene. For example to add marks at different positions where an airplane was flying along.

If there are problems with the code ask user Beauty.

Alternatively you can use -Particles. They can have nice visual effects and needs low performance (depends to its complexity).

CreateTetrahedron()

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/// <summary> /// Create a tetrahedron with point of origin in middle of volume. /// It will be added to the SceneManager as ManualObject. The material must still exists. /// </summary> /// <param name="position">Position in scene</param> /// <param name="scale">Size of the tetrahedron</param> /// <param name="name">Name of the ManualObject that will be created</param> /// <param name="materialName">Name of the used material</param> /// void CreateTetrahedron(String name, Vector3 position, Single scale, String materialName) { ManualObject manObTetra = new ManualObject(name); manObTetra.CastShadows = false; // render just before overlays (so all objects behind the transparent tetrahedron are visible) manObTetra.RenderQueueGroup = (byte)RenderQueueGroupID.RENDER_QUEUE_OVERLAY - 1; // = 99 Vector3[] c = new Vector3[4]; // corners // calculate corners of tetrahedron (with point of origin in middle of volume) Single mbot = scale * 0.2f; // distance middle to bottom Single mtop = scale * 0.62f; // distance middle to top Single mf = scale * 0.289f; // distance middle to front Single mb = scale * 0.577f; // distance middle to back Single mlr = scale * 0.5f; // distance middle to left right // width / height / depth c[0] = new Vector3(-mlr, -mbot, mf); // left bottom front c[1] = new Vector3( mlr, -mbot, mf); // right bottom front c[2] = new Vector3( 0, -mbot, -mb); // (middle) bottom back c[3] = new Vector3( 0, mtop, 0); // (middle) top (middle) // add position offset for all corners (move tetrahedron) for (Int16 i = 0; i <= 3; i++) c[i] += position; // create bottom manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST); manObTetra.Position(c[2]); manObTetra.Position(c[1]); manObTetra.Position(c[0]); manObTetra.Triangle(0, 1, 2); manObTetra.End(); // create right back side manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST); manObTetra.Position(c[1]); manObTetra.Position(c[2]); manObTetra.Position(c[3]); manObTetra.Triangle(0, 1, 2); manObTetra.End(); // create left back side manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST); manObTetra.Position(c[3]); manObTetra.Position(c[2]); manObTetra.Position(c[0]); manObTetra.Triangle(0, 1, 2); manObTetra.End(); // create front side manObTetra.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST); manObTetra.Position(c[0]); manObTetra.Position(c[1]); manObTetra.Position(c[3]); manObTetra.Triangle(0, 1, 2); manObTetra.End(); } // CreateTetrahedron





Usage example

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// a material with the name materialName must be created or loaded! Vector3 position = new Vector3(1, 1, -1); Single size = 1; String tetraName = "tetra"; // create manual object CreateTetrahedron(tetraName, position, size, materialName); // attach to scene mScene.Smgr.RootSceneNode.AttachObject(mScene.Smgr.GetManualObject(tetraName));

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// remove tetrahedrons if (mScene.Smgr.HasManualObject(tetraName)) mScene.Smgr.GetManualObject(tetraName).Clear();




See also