ManualObject AxisObject         A simple Axis Object for debug purposes

A simple Axis Object for debug purposes. Mostly usefull for dealing with mount nodes (Bone Tag's). This object can be used to display orientation using color reference for planar orientation.

This object is here to facilitate the Using MountNode Xml example for the MountNodeSet object, a 3dsMax script for exporting mount nodes.

Header File: AxisObject.h

//
//
//
//    Filename : AxisObject.h

#ifndef _AXIS_OBJECT_H_
#define _AXIS_OBJECT_H_

class AxisObject
{
    enum BoxParts
    {
        BOX_NONE    = 0x00,
        BOX_TOP        = 0x01,
        BOX_BOT        = 0x02,
        BOX_FRONT    = 0x04,
        BOX_BACK    = 0x08,
        BOX_LEFT    = 0x10,
        BOX_RIGHT    = 0x20,
        BOX_ALL        = 0xFF
    };
private:
    void    addMaterial(const Ogre::String& mat, Ogre::ColourValue &clr, Ogre::SceneBlendType sbt);
    void    addBox(Ogre::ManualObject* obj, Ogre::Vector3 dim, Ogre::Vector3 pos, Ogre::ColourValue color, short boxMask);
public:
    Ogre::ManualObject*createAxis(Ogre::SceneManager *scene, const Ogre::String &name, Ogre::Real scale);
};

#endif //--_AXIS_OBJECT_H_

Source File: AxisObject.cpp

//
//
//
//    Filename : AxisObject.cpp

#include "Ogre.h"
#include "OgreMaterial.h"
#include "AxisObject.h"

using namespace Ogre;

void AxisObject::addBox(ManualObject* obj, Vector3 dim, Vector3 pos, ColourValue color, short boxMask)
{
    if(!obj)
        return;

    obj->begin("Axis", Ogre::RenderOperation::OT_TRIANGLE_LIST); 

    dim/=2;

    Ogre::Real l = dim.x;
    Ogre::Real h = dim.y;
    Ogre::Real w = dim.z;
    
    obj->position(Ogre::Vector3(-l, h, w) + pos);
    obj->colour(color);
    obj->position(Ogre::Vector3(-l, -h, w) + pos);
    obj->colour(color);
    obj->position(Ogre::Vector3(l, -h, w) + pos);
    obj->colour(color);
    obj->position(Ogre::Vector3(l, h, w) + pos);

    obj->position(Ogre::Vector3(-l, h, -w) + pos);
    obj->colour(color);
    obj->position(Ogre::Vector3(-l, -h, -w) + pos); 
    obj->colour(color);
    obj->position(Ogre::Vector3(l, -h, -w) + pos);
    obj->colour(color);
    obj->position(Ogre::Vector3(l, h, -w) + pos);

    // front back
    if(boxMask & BOX_FRONT)
        obj->quad(0, 1, 2, 3);
    if(boxMask & BOX_BACK)
        obj->quad(7, 6, 5, 4);

    // top bottom
    if(boxMask & BOX_TOP)
        obj->quad(0, 3, 7, 4);
    if(boxMask & BOX_BOT)
        obj->quad(2, 1, 5, 6);

    // end caps
    if(boxMask & BOX_RIGHT)
        obj->quad(1, 0, 4, 5);
    if(boxMask & BOX_LEFT)
        obj->quad(3, 2, 6, 7);

    obj->end(); 
}

void AxisObject::addMaterial(const Ogre::String &mat, Ogre::ColourValue &clr, Ogre::SceneBlendType sbt)
{
    static int init=false;
    if(init)
        return;
    else
        init=true;

    Ogre::MaterialPtr matptr = Ogre::MaterialManager::getSingleton().create(mat, "General"); 
    matptr->setReceiveShadows(false); 
    matptr->getTechnique(0)->setLightingEnabled(true);
    matptr->getTechnique(0)->getPass(0)->setDiffuse(clr); 
    matptr->getTechnique(0)->getPass(0)->setAmbient(clr); 
    matptr->getTechnique(0)->getPass(0)->setSelfIllumination(clr); 
    matptr->getTechnique(0)->getPass(0)->setSceneBlending(sbt);
    matptr->getTechnique(0)->getPass(0)->setLightingEnabled(false);
    matptr->getTechnique(0)->getPass(0)->setVertexColourTracking(Ogre::TVC_DIFFUSE);
}

Ogre::ManualObject* AxisObject::createAxis(Ogre::SceneManager *scene, const Ogre::String &name, Ogre::Real scale)
{
    addMaterial("Axis", Ogre::ColourValue(1,1,1,.75), Ogre::SBT_TRANSPARENT_ALPHA);

    Ogre::ManualObject* axis    = scene->createManualObject(name); 

    Ogre::Real len=scale;
    Ogre::Real scl=len*.1;
    Ogre::Real loc=len/2+scl/2;
    Ogre::Real fade=.5;
    Ogre::Real solid=.8;
    
    addBox(axis, Vector3(len, scl, scl), Vector3(loc,0,0), ColourValue(0, 0, solid, solid), (BOX_ALL & ~BOX_RIGHT)); 
    addBox(axis, Vector3(len, scl, scl), Vector3(-loc,0,0), ColourValue(0, 0, fade, fade), (BOX_ALL & ~BOX_LEFT)); 

    addBox(axis, Vector3(scl, len, scl), Vector3(0,loc,0), ColourValue(0, solid, 0, solid), (BOX_ALL & ~BOX_BOT)); 
    addBox(axis, Vector3(scl, len, scl), Vector3(0,-loc,0), ColourValue(0, fade, 0, fade), (BOX_ALL & ~BOX_TOP)); 

    addBox(axis, Vector3(scl, scl, len), Vector3(0,0,loc), ColourValue(solid, 0, 0, solid), (BOX_ALL & ~BOX_BACK)); 
    addBox(axis, Vector3(scl, scl, len), Vector3(0,0,-loc), ColourValue(fade, 0, 0, fade), (BOX_ALL & ~BOX_FRONT)); 

    axis->setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY - 1);

    return axis;
}

Usage Example

// From the Demo SkeletalAnimation.h approx line: 160
        ent = mSceneMgr->createEntity("jaiqua" + StringConverter::toString(i), "jaiqua.mesh");
        // Add entity to the scene node
    mSceneNode[i] = mSceneMgr->getRootSceneNode()->createChildSceneNode();
    mSceneNode[i]->attachObject(ent);
    mSceneNode[i]->rotate(q);
    mSceneNode[i]->translate(mBasePositions[i]);
            
    Ogre::String oname = "jaiqua-Axis" + StringConverter::toString(i);
    Ogre::Vector3 pos(0,0,0);                            // world space offset
    Ogre::Quaternion rotq(Ogre::Quaternion::IDENTITY);    // world space rotation
    AxisObject axisObj;
    Ogre::ManualObject*o=axisObj.createAxis(mSceneMgr, oname, 2);

    Bone* bone = ent->getSkeleton()->getBone(i);
    Matrix4 boneMat4;
    bone->getWorldTransforms(&boneMat4);
    Matrix3 boneMat3;   
    boneMat4.extract3x3Matrix(boneMat3);

    // calculate offset in bone space
    Vector3 offsetPos = pos * boneMat3;
            
    // calculate orientation in bone space
    Quaternion quat = bone->getWorldOrientation().Inverse() * rotq;

    ent->attachObjectToBone(bone->getName(), o, quat, offsetPos);