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History: Create Tetrahedron with MOGRE

Source of version: 12

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            {DIV(align="right",float="right")}||{img src="img/wiki_up/Tetrahedron-turning-120px.gif" alt="Tetrahedron-turning-120px.gif"}
{img src="img/wiki_up/Tetrahedron.jpg" alt="" align="right"}||{DIV}
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 ((User:Beauty|Beauty))).

It's going easy on resources (just 4 ((-vertex|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 ((User:Beauty|Beauty)).

Alternatively you can use ((-Particle))s. They can have nice visual effects and maybe they need less performance(?).

!!!CreateTetrahedron()
{CODE(wrap="1", colors="c#")}/// <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 transparen 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 / hight / 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{CODE}

!!!Using example
{CODE(wrap="1", colors="c#")}// a material with the name materialName must be created or loaded!

Vector3 position = new Vector3(1, 1, -1);
Single size = 1;
String tetraName = "terta";

// create manual object
CreateTetrahedron(tetraName, position, size, materialName);

// attach to scene
mScene.Smgr.RootSceneNode.AttachObject(mScene.Smgr.GetManualObject(tetraName));{CODE}

{CODE(wrap="1", colors="c#")}// remove tetrahedrons
if (mScene.Smgr.HasManualObject(tetraName))
    mScene.Smgr.GetManualObject(tetraName).Clear();{CODE}

!!!See also
* ((MOGRE Line 3D)) - includes some code how to __create a material__ on the fly
* ((ManualObject))
* [http://www.ogre3d.org/docs/api/html/classOgre_1_1ManualObject.html_details#ManualObject|ManualObject] - API class reference with description
* ((Manual Object|CodeSnippets for ManualObject))
* ((-Particle))

        

History

Information Version
Sun 31 of Jul, 2011 23:31 GMT-0000 jacmoe 20
Sat 05 of Mar, 2011 20:53 GMT-0000 Beauty added 2 links + blank lines for better overview 19
Fri 26 of Nov, 2010 19:37 GMT-0000 Beauty corrected wrong URL 18
Fri 26 of Nov, 2010 17:13 GMT-0000 Beauty mistype correction 17
Wed 18 of Aug, 2010 15:38 GMT-0000 Beauty added link 16
Wed 18 of Aug, 2010 15:37 GMT-0000 Beauty mistype correction 15
Mon 26 of Jul, 2010 09:00 GMT-0000 Beauty mistype correction 14
Mon 26 of Jul, 2010 08:59 GMT-0000 Beauty tiny changes 13
Sun 25 of Jul, 2010 02:08 GMT-0000 mstoyke It's 4 triangles, not 3 :) 12
Fri 23 of Jul, 2010 12:18 GMT-0000 Beauty mistype correction 11
Sat 09 of Jan, 2010 14:27 GMT-0000 Beauty corrected link 10
Thu 31 of Dec, 2009 00:10 GMT-0000 jacmoe 9
Thu 31 of Dec, 2009 00:10 GMT-0000 jacmoe 8
Thu 31 of Dec, 2009 00:09 GMT-0000 jacmoe 7
Thu 31 of Dec, 2009 00:06 GMT-0000 jacmoe 6
Sun 27 of Dec, 2009 19:34 GMT-0000 jacmoe 5
Sun 27 of Dec, 2009 19:33 GMT-0000 jacmoe 4
Sun 27 of Dec, 2009 19:33 GMT-0000 jacmoe 3
Sun 27 of Dec, 2009 19:09 GMT-0000 jacmoe 2
Thu 30 of Apr, 2009 13:34 GMT-0000 Beauty added note for particles as alternative 1