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History: Oriented Bounding Box
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Source of version: 3
(current)
This Class renders an Oriented Bounding Box using SimpleRenderable. __Example:__ {CODE(wrap="1", colors="c++")}OBBoxRenderable* mOBBoxRenderable = new OBBoxRenderable(); ... mYourEntity = mSceneMgr->createEntity("test", "test.mesh"); mSceneMgr->getRootSceneNode()->createChildSceneNode("test")->attachObject(mYourEntity ); mSceneMgr->getSceneNode("test")->setPosition(25.0f, 0.0f, 25.0f); mOBBoxRenderable->setupVertices(mYourEntity->getBoundingBox()); mSceneMgr->getSceneNode("test")->attachObject(mOBBoxRenderable); ... delete mOBBoxRenderable; don't forget to delete it when you clean up your resources.{CODE} __Oriented Bounding Box class:__ OBBoxRenderable.h {CODE(wrap="1", colors="c++")}#ifndef OBBOXRENDERABLE_H_ #define OBBOXRENDERABLE_H_ #include <OgreSimpleRenderable.h> #include <OgreAxisAlignedBox.h> private class OBBoxRenderable : public Ogre::SimpleRenderable { Ogre::VertexData vertexes; public: OBBoxRenderable(); void setupVertices(const Ogre::AxisAlignedBox& aab); virtual ~OBBoxRenderable(); Ogre::Real getSquaredViewDepth(const Ogre::Camera*)const; Ogre::Real getBoundingRadius()const; virtual void getWorldTransforms (Ogre::Matrix4 *xform)const; }; #endif /*OBBOXRENDERABLE_H_*/{CODE} OBBoxRenderable.cpp {CODE(wrap="1", colors="c++")}#include "Ogre.h" using namespace Ogre; #include "OBBoxRenderable.h" OBBoxRenderable::OBBoxRenderable() { mRenderOp.vertexData = new Ogre::VertexData(); mRenderOp.indexData = 0; mRenderOp.vertexData->vertexCount = 24; mRenderOp.vertexData->vertexStart = 0; mRenderOp.operationType = Ogre::RenderOperation::OT_LINE_LIST; mRenderOp.useIndexes = false; Ogre::VertexDeclaration* decl = mRenderOp.vertexData->vertexDeclaration; Ogre::VertexBufferBinding* bind = mRenderOp.vertexData->vertexBufferBinding; decl->addElement(0, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vbuf = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer( decl->getVertexSize(0), mRenderOp.vertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY); // Bind buffer bind->setBinding(0, vbuf); // setup material Ogre::MaterialPtr matptrOBBoxManualMaterial = Ogre::MaterialManager::getSingleton().create("OBBoxManualMaterial", "General"); matptrOBBoxManualMaterial->setReceiveShadows(false); matptrOBBoxManualMaterial->getTechnique(0)->setLightingEnabled(true); matptrOBBoxManualMaterial->getTechnique(0)->getPass(0)->setDiffuse(0, 1, 0, 0); matptrOBBoxManualMaterial->getTechnique(0)->getPass(0)->setAmbient(0, 1, 0); matptrOBBoxManualMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(0, 1, 0); this->setCastShadows(false); //this->setQueryFlags(QF_UNKNOWN); // set a query flag to exlude from queries (if necessary). this->setMaterial("OBBoxManualMaterial"); } OBBoxRenderable::~OBBoxRenderable() { delete mRenderOp.vertexData; } void OBBoxRenderable::setupVertices(const Ogre::AxisAlignedBox& aab) { Ogre::Vector3 vmax = aab.getMaximum(); Ogre::Vector3 vmin = aab.getMinimum(); Ogre::Real maxdistground = vmax.y; Ogre::Real mindistground = vmin.y; Ogre::Real maxx = vmax.x; Ogre::Real maxy = vmax.y; Ogre::Real maxz = vmax.z; Ogre::Real minx = vmin.x; Ogre::Real miny = vmin.y; Ogre::Real minz = vmin.z; // fill in the Vertex buffer: 12 lines with 2 endpoints each make up a box Ogre::HardwareVertexBufferSharedPtr vbuf = mRenderOp.vertexData->vertexBufferBinding->getBuffer(0); float* pPos = static_cast<float*>(vbuf->lock(Ogre::HardwareBuffer::HBL_DISCARD)); // line 0 *pPos++ = minx; *pPos++ = miny; *pPos++ = minz; *pPos++ = maxx; *pPos++ = miny; *pPos++ = minz; // line 1 *pPos++ = minx; *pPos++ = miny; *pPos++ = minz; *pPos++ = minx; *pPos++ = miny; *pPos++ = maxz; // line 2 *pPos++ = minx; *pPos++ = miny; *pPos++ = minz; *pPos++ = minx; *pPos++ = maxy; *pPos++ = minz; // line 3 *pPos++ = minx; *pPos++ = maxy; *pPos++ = minz; *pPos++ = minx; *pPos++ = maxy; *pPos++ = maxz; // line 4 *pPos++ = minx; *pPos++ = maxy; *pPos++ = minz; *pPos++ = maxx; *pPos++ = maxy; *pPos++ = minz; // line 5 *pPos++ = maxx; *pPos++ = miny; *pPos++ = minz; *pPos++ = maxx; *pPos++ = miny; *pPos++ = maxz; // line 6 *pPos++ = maxx; *pPos++ = miny; *pPos++ = minz; *pPos++ = maxx; *pPos++ = maxy; *pPos++ = minz; // line 7 *pPos++ = minx; *pPos++ = maxy; *pPos++ = maxz; *pPos++ = maxx; *pPos++ = maxy; *pPos++ = maxz; // line 8 *pPos++ = minx; *pPos++ = maxy; *pPos++ = maxz; *pPos++ = minx; *pPos++ = miny; *pPos++ = maxz; // line 9 *pPos++ = maxx; *pPos++ = maxy; *pPos++ = minz; *pPos++ = maxx; *pPos++ = maxy; *pPos++ = maxz; // line 10 *pPos++ = maxx; *pPos++ = miny; *pPos++ = maxz; *pPos++ = maxx; *pPos++ = maxy; *pPos++ = maxz; // line 11 *pPos++ = minx; *pPos++ = miny; *pPos++ = maxz; *pPos++ = maxx; *pPos++ = miny; *pPos++ = maxz; vbuf->unlock(); // setup the bounding box of this SimpleRenderable setBoundingBox(aab); } Ogre::Real OBBoxRenderable::getSquaredViewDepth(const Ogre::Camera* cam)const { Ogre::Vector3 min, max, mid, dist; min = mBox.getMinimum(); max = mBox.getMaximum(); mid = ((max - min) * 0.5) + min; dist = cam->getDerivedPosition() - mid; return dist.squaredLength(); } Ogre::Real OBBoxRenderable::getBoundingRadius()const { return 0; } void OBBoxRenderable::getWorldTransforms (Ogre::Matrix4 *xform)const { SimpleRenderable::getWorldTransforms (xform); }{CODE}
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