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History: Raycasting to the polygon level

Preview of version: 28

As developed by gerds in this forum page.

Mogre (.NET) users can use a C# port: Raycasting to the polygon level - Mogre

Introduction

An Ogre ray query generally only detect bounding boxes (-AABBs), like you see on this image. With this code you can avoid this disadvantage.
Rays_and_BoundingBox_1a.gif

Important note

This code only returns correct results for polygons defined by rendertype OT_TRIANGLE_LIST. If a mesh contains other rendertypes (different triangle definition), lines or points, you will get wrong results or even a crash. For more details and improvement suggestions look here.

Code for initialization

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// create the ray scene query object m_pray_scene_query = m_pscene_manager->createRayQuery(Ogre::Ray(), Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK); if (NULL == m_pray_scene_query) { LOG_ERROR << "Failed to create Ogre::RaySceneQuery instance" << ENDLOG; return (false); } m_pray_scene_query->setSortByDistance(true);

Method for raycast

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// raycast from a point in to the scene. // returns success or failure. // on success the point is returned in the result. bool OgreVisionEngine::RaycastFromPoint(const Vector3 &point, const Vector3 &normal, Vector3 &result) { // create the ray to test Ogre::Ray ray(Ogre::Vector3(point.x, point.y, point.z), Ogre::Vector3(normal.x, normal.y, normal.z)); // check we are initialised if (m_pray_scene_query != NULL) { // create a query object m_pray_scene_query->setRay(ray); // execute the query, returns a vector of hits if (m_pray_scene_query->execute().size() <= 0) { // raycast did not hit an objects bounding box return (false); } } else { LOG_ERROR << "Cannot raycast without RaySceneQuery instance" << ENDLOG; return (false); } // at this point we have raycast to a series of different objects bounding boxes. // we need to test these different objects to see which is the first polygon hit. // there are some minor optimizations (distance based) that mean we wont have to // check all of the objects most of the time, but the worst case scenario is that // we need to test every triangle of every object. Ogre::Real closest_distance = -1.0f; Ogre::Vector3 closest_result; Ogre::RaySceneQueryResult &query_result = m_pray_scene_query->getLastResults(); for (size_t qr_idx = 0; qr_idx < query_result.size(); qr_idx++) { // stop checking if we have found a raycast hit that is closer // than all remaining entities if ((closest_distance >= 0.0f) && (closest_distance < query_result[qr_idx].distance)) { break; } // only check this result if its a hit against an entity if ((query_result[qr_idx].movable != NULL) && (query_result[qr_idx].movable->getMovableType().compare("Entity") == 0)) { // get the entity to check Ogre::Entity *pentity = static_cast<Ogre::Entity*>(query_result[qr_idx].movable); // mesh data to retrieve size_t vertex_count; size_t index_count; Ogre::Vector3 *vertices; unsigned long *indices; // get the mesh information OgreVE::GetMeshInformation(pentity->getMesh(), vertex_count, vertices, index_count, indices, pentity->getParentNode()->getWorldPosition(), pentity->getParentNode()->getWorldOrientation(), pentity->getParentNode()->_getDerivedScale()); // test for hitting individual triangles on the mesh bool new_closest_found = false; for (int i = 0; i < static_cast<int>(index_count); i += 3) { // check for a hit against this triangle std::pair<bool, Ogre::Real> hit = Ogre::Math::intersects(ray, vertices[indices[i]], vertices[indices[i+1]], vertices[indices[i+2]], true, false); // if it was a hit check if its the closest if (hit.first) { if ((closest_distance < 0.0f) || (hit.second < closest_distance)) { // this is the closest so far, save it off closest_distance = hit.second; new_closest_found = true; } } } // free the verticies and indicies memory delete[] vertices; delete[] indices; // if we found a new closest raycast for this object, update the // closest_result before moving on to the next object. if (new_closest_found) { closest_result = ray.getPoint(closest_distance); } } } // return the result if (closest_distance >= 0.0f) { // raycast success result = closest_result; return (true); } else { // raycast failed return (false); } }

GetMeshInformation

This code is a copy of RetrieveVertexData.(Optimized version)

Original version

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// Get the mesh information for the given mesh. // Code found in Wiki: www.ogre3d.org/wiki/index.php/RetrieveVertexData void OgreVE::GetMeshInformation(const Ogre::MeshPtr mesh, size_t &vertex_count, Ogre::Vector3* &vertices, size_t &index_count, unsigned long* &indices, const Ogre::Vector3 &position, const Ogre::Quaternion &orient, const Ogre::Vector3 &scale) { bool added_shared = false; size_t current_offset = 0; size_t shared_offset = 0; size_t next_offset = 0; size_t index_offset = 0; vertex_count = index_count = 0; // Calculate how many vertices and indices we're going to need for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) { Ogre::SubMesh* submesh = mesh->getSubMesh( i ); // We only need to add the shared vertices once if(submesh->useSharedVertices) { if( !added_shared ) { vertex_count += mesh->sharedVertexData->vertexCount; added_shared = true; } } else { vertex_count += submesh->vertexData->vertexCount; } // Add the indices index_count += submesh->indexData->indexCount; } // Allocate space for the vertices and indices vertices = new Ogre::Vector3[vertex_count]; indices = new unsigned long[index_count]; added_shared = false; // Run through the submeshes again, adding the data into the arrays for ( unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) { Ogre::SubMesh* submesh = mesh->getSubMesh(i); Ogre::VertexData* vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData; if((!submesh->useSharedVertices)||(submesh->useSharedVertices && !added_shared)) { if(submesh->useSharedVertices) { added_shared = true; shared_offset = current_offset; } const Ogre::VertexElement* posElem = vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vbuf = vertex_data->vertexBufferBinding->getBuffer(posElem->getSource()); unsigned char* vertex = static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); // There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double // as second argument. So make it float, to avoid trouble when Ogre::Real will // be comiled/typedefed as double: // Ogre::Real* pReal; float* pReal; for( size_t j = 0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize()) { posElem->baseVertexPointerToElement(vertex, &pReal); Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]); vertices[current_offset + j] = (orient * (pt * scale)) + position; } vbuf->unlock(); next_offset += vertex_data->vertexCount; } Ogre::IndexData* index_data = submesh->indexData; size_t numTris = index_data->indexCount / 3; Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer; if( ibuf.isNull() ) continue; // need to check if index buffer is valid (which will be not if the mesh doesn't have triangles like a pointcloud) bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT); unsigned long* pLong = static_cast<unsigned long*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); unsigned short* pShort = reinterpret_cast<unsigned short*>(pLong); size_t offset = (submesh->useSharedVertices)? shared_offset : current_offset; size_t index_start = index_data->indexStart; size_t last_index = numTris*3 + index_start; if (use32bitindexes) for (size_t k = index_start; k < last_index; ++k) { indices[index_offset++] = pLong[k] + static_cast<unsigned long>( offset ); } else for (size_t k = index_start; k < last_index; ++k) { indices[ index_offset++ ] = static_cast<unsigned long>( pShort[k] ) + static_cast<unsigned long>( offset ); } ibuf->unlock(); current_offset = next_offset; } }

Adapted version

The following is an adapted version of GetMeshInformation() that takes into account the entity in its currently animated state.
It's a modified version from OgreOpcode and it has worked flawlessly since many years.
(Thanks to jacmoe, Baxissimo and KingPrawnVindaloo)


Note:
This code can cause problems, if the animated model uses hardware skinning.
Look to this forum topic for details.

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void GetMeshInformation(const Entity *entity, size_t &vertex_count, Ogre::Vector3* &vertices, size_t &index_count, unsigned long* &indices, const Ogre::Vector3 &position, const Ogre::Quaternion &orient, const Ogre::Vector3 &scale) { bool added_shared = false; size_t current_offset = 0; size_t shared_offset = 0; size_t next_offset = 0; size_t index_offset = 0; vertex_count = index_count = 0; Ogre::MeshPtr mesh = entity->getMesh(); bool useSoftwareBlendingVertices = entity->hasSkeleton(); if (useSoftwareBlendingVertices) { entity->_updateAnimation(); } // Calculate how many vertices and indices we're going to need for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) { Ogre::SubMesh* submesh = mesh->getSubMesh( i ); // We only need to add the shared vertices once if(submesh->useSharedVertices) { if( !added_shared ) { vertex_count += mesh->sharedVertexData->vertexCount; added_shared = true; } } else { vertex_count += submesh->vertexData->vertexCount; } // Add the indices index_count += submesh->indexData->indexCount; } // Allocate space for the vertices and indices vertices = new Ogre::Vector3[vertex_count]; indices = new unsigned long[index_count]; added_shared = false; // Run through the submeshes again, adding the data into the arrays for ( unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) { Ogre::SubMesh* submesh = mesh->getSubMesh(i); //---------------------------------------------------------------- // GET VERTEXDATA //---------------------------------------------------------------- //Ogre::VertexData* vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData; Ogre::VertexData* vertex_data; //When there is animation: if(useSoftwareBlendingVertices) vertex_data = submesh->useSharedVertices ? entity->_getSkelAnimVertexData() : entity->getSubEntity(i)->_getSkelAnimVertexData(); else vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData; if((!submesh->useSharedVertices)||(submesh->useSharedVertices && !added_shared)) { if(submesh->useSharedVertices) { added_shared = true; shared_offset = current_offset; } const Ogre::VertexElement* posElem = vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vbuf = vertex_data->vertexBufferBinding->getBuffer(posElem->getSource()); unsigned char* vertex = static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); // There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double // as second argument. So make it float, to avoid trouble when Ogre::Real will // be comiled/typedefed as double: // Ogre::Real* pReal; float* pReal; for( size_t j = 0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize()) { posElem->baseVertexPointerToElement(vertex, &pReal); Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]); vertices[current_offset + j] = (orient * (pt * scale)) + position; } vbuf->unlock(); next_offset += vertex_data->vertexCount; } Ogre::IndexData* index_data = submesh->indexData; size_t numTris = index_data->indexCount / 3; Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer; bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT); unsigned long* pLong = static_cast<unsigned long*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); unsigned short* pShort = reinterpret_cast<unsigned short*>(pLong); size_t offset = (submesh->useSharedVertices)? shared_offset : current_offset; size_t index_start = index_data->indexStart; size_t last_index = numTris*3 + index_start; if (use32bitindexes) for (size_t k = index_start; k < last_index; ++k) { indices[index_offset++] = pLong[k] + static_cast<unsigned long>( offset ); } else for (size_t k = index_start; k < last_index; ++k) { indices[ index_offset++ ] = static_cast<unsigned long>( pShort[k] ) + static_cast<unsigned long>( offset ); } ibuf->unlock(); current_offset = next_offset; } }


Adapted version 2

The versions of GetMeshInformation() fails on 64 bit machines using GCC. The following version, adapted from Rumi's version, solves this issue for me:

Difference:

  • Changed type of "indices" from long (uint64) to uint32

Important:

  • Every sub mesh can contain up to 2^32 indices.
  • If the whole mesh has more than 2^32 indices, the code will crash at: indices = new Ogre::uint32[index_count]
  • In this code is no security check or special treatment for "uint32 overflow".
  • Suggestion: Use this modified code only if really needed.


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void RayCastUtils::GetMeshInformation(Entity *entity, size_t &vertex_count, Ogre::Vector3* &vertices, size_t &index_count, Ogre::uint32* &indices, const Ogre::Vector3 &position, const Ogre::Quaternion &orient, const Ogre::Vector3 &scale) { bool added_shared = false; size_t current_offset = 0; size_t shared_offset = 0; size_t next_offset = 0; size_t index_offset = 0; vertex_count = index_count = 0; Ogre::MeshPtr mesh = entity->getMesh(); bool useSoftwareBlendingVertices = entity->hasSkeleton(); if (useSoftwareBlendingVertices) { entity->_updateAnimation(); } // Calculate how many vertices and indices we're going to need for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) { Ogre::SubMesh* submesh = mesh->getSubMesh( i ); // We only need to add the shared vertices once if(submesh->useSharedVertices) { if( !added_shared ) { vertex_count += mesh->sharedVertexData->vertexCount; added_shared = true; } } else { vertex_count += submesh->vertexData->vertexCount; } // Add the indices index_count += submesh->indexData->indexCount; } // Allocate space for the vertices and indices vertices = new Ogre::Vector3[vertex_count]; indices = new Ogre::uint32[index_count]; added_shared = false; // Run through the submeshes again, adding the data into the arrays for ( unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) { Ogre::SubMesh* submesh = mesh->getSubMesh(i); //---------------------------------------------------------------- // GET VERTEXDATA //---------------------------------------------------------------- Ogre::VertexData* vertex_data; //When there is animation: if(useSoftwareBlendingVertices) vertex_data = submesh->useSharedVertices ? entity->_getSkelAnimVertexData() : entity->getSubEntity(i)->_getSkelAnimVertexData(); else vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData; if((!submesh->useSharedVertices)||(submesh->useSharedVertices && !added_shared)) { if(submesh->useSharedVertices) { added_shared = true; shared_offset = current_offset; } const Ogre::VertexElement* posElem = vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vbuf = vertex_data->vertexBufferBinding->getBuffer(posElem->getSource()); unsigned char* vertex = static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); // There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double // as second argument. So make it float, to avoid trouble when Ogre::Real will // be comiled/typedefed as double: // Ogre::Real* pReal; float* pReal; for( size_t j = 0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize()) { posElem->baseVertexPointerToElement(vertex, &pReal); Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]); vertices[current_offset + j] = (orient * (pt * scale)) + position; } vbuf->unlock(); next_offset += vertex_data->vertexCount; } Ogre::IndexData* index_data = submesh->indexData; size_t numTris = index_data->indexCount / 3; Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer; bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT); void* hwBuf = ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY); size_t offset = (submesh->useSharedVertices)? shared_offset : current_offset; size_t index_start = index_data->indexStart; size_t last_index = numTris*3 + index_start; if (use32bitindexes) { Ogre::uint32* hwBuf32 = static_cast<Ogre::uint32*>(hwBuf); for (size_t k = index_start; k < last_index; ++k) { indices[index_offset++] = hwBuf32[k] + static_cast<Ogre::uint32>( offset ); } } else { Ogre::uint16* hwBuf16 = static_cast<Ogre::uint16*>(hwBuf); for (size_t k = index_start; k < last_index; ++k) { indices[ index_offset++ ] = static_cast<Ogre::uint32>( hwBuf16[k] ) + static_cast<Ogre::uint32>( offset ); } } ibuf->unlock(); current_offset = next_offset; } }


If you're using a newer version of Ogre some of the function names have changed. You'll want to change the call to GetMeshInformation() to this:

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GetMeshInformation( pentity, vertex_count, vertices, index_count, indices, pentity->getParentNode()->_getDerivedPosition(), pentity->getParentNode()->_getDerivedOrientation(), pentity->getParentNode()->_getDerivedScale() );


ManualObject GetMeshInformation()

You can use this to raycast into ManualObjects too. Half-Written by PickleNinja, Help from Beauty's C# stuff here on getting triangle data from a ManualObject.

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void getMeshInformation(Ogre::ManualObject *manual, size_t &vertex_count, Ogre::Vector3* &vertices, size_t &index_count, unsigned long* &indices, const Ogre::Vector3 &position, const Ogre::Quaternion &orient, const Ogre::Vector3 &scale) { std::vector<Ogre::Vector3> returnVertices; std::vector<unsigned long> returnIndices; unsigned long thisSectionStart = 0; for (int i=0; i<manual->getNumSections(); i++) { Ogre::ManualObject::ManualObjectSection * section = manual->getSection(i); Ogre::RenderOperation * renderOp = section->getRenderOperation(); std::vector<Ogre::Vector3> pushVertices; //Collect the vertices { const Ogre::VertexElement * vertexElement = renderOp->vertexData->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vertexBuffer = renderOp->vertexData->vertexBufferBinding->getBuffer(vertexElement->getSource()); char * verticesBuffer = (char*)vertexBuffer->lock(Ogre::HardwareBuffer::HBL_READ_ONLY); float * positionArrayHolder; thisSectionStart = pushVertices.size(); pushVertices.reserve(renderOp->vertexData->vertexCount); for (unsigned int j=0; j<renderOp->vertexData->vertexCount; j++) { vertexElement->baseVertexPointerToElement(verticesBuffer + j * vertexBuffer->getVertexSize(), &positionArrayHolder); Ogre::Vector3 vertexPos = Ogre::Vector3(positionArrayHolder[0], positionArrayHolder[1], positionArrayHolder[2]); vertexPos = (orient * (vertexPos * scale)) + position; pushVertices.push_back(vertexPos); } vertexBuffer->unlock(); } //Collect the indices { if (renderOp->useIndexes) { Ogre::HardwareIndexBufferSharedPtr indexBuffer = renderOp->indexData->indexBuffer; if (indexBuffer.isNull() || renderOp->operationType != Ogre::RenderOperation::OT_TRIANGLE_LIST) { //No triangles here, so we just drop the collected vertices and move along to the next section. continue; } else { returnVertices.reserve(returnVertices.size() + pushVertices.size()); returnVertices.insert(returnVertices.end(), pushVertices.begin(), pushVertices.end()); } unsigned int * pLong = (unsigned int*)indexBuffer->lock(Ogre::HardwareBuffer::HBL_READ_ONLY); unsigned short * pShort = (unsigned short*)pLong; returnIndices.reserve(returnIndices.size() + renderOp->indexData->indexCount); for (int j = 0; j < renderOp->indexData->indexCount; j++) { unsigned long index; //We also have got to remember that for a multi section object, each section has //different vertices, so the indices will not be correct. To correct this, we //have to add the position of the first vertex in this section to the index //(At least I think so...) if (indexBuffer->getType() == Ogre::HardwareIndexBuffer::IT_32BIT) index = (unsigned long)pLong[j] + thisSectionStart; else index = (unsigned long)pShort[j] + thisSectionStart; returnIndices.push_back(index); } indexBuffer->unlock(); } } } //Now we simply return the data. index_count = returnIndices.size(); vertex_count = returnVertices.size(); vertices = new Ogre::Vector3[vertex_count]; for (unsigned long i = 0; i<vertex_count; i++) { vertices[i] = returnVertices[i]; } indices = new unsigned long[index_count]; for (unsigned long i = 0; i<index_count; i++) { indices[i] = returnIndices[i]; } //All done. return; }

Working version for Ogre v1.7.3: Entity, ManualObject

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/***************************************************************************//*! * @brief Ray Collision Detection * Usage: (Example with FPS view & cursor style (minecraft, cs, ...)) * @code * //... * Ogre::SceneManager* sceneMgr = ... * //... * OgreRay ray(sceneMgr); * //... * * Ogre::Vector3 result; * if( ray.RaycastFromPoint(m_camera->getPosition(), Ogre::Vector3 direction = m_camera->getDirection(), result) ){ * printf("Your mouse is over the position %f,%f,%f (witch is textured)\n", result.x, result.y, result.z); * }else{ * printf("No mouse collision\n Are you looking the sky ?\n"); * } * @endcode */ class OgreRay { private: Ogre::RaySceneQuery* m_raySceneQuery;//!< Ray query public: OgreRay( Ogre::SceneManager* sceneMgr ); bool RaycastFromPoint( const Ogre::Vector3& point, const Ogre::Vector3& normal, Ogre::Vector3& result ); private: static void GetMeshInformation( const Ogre::MeshPtr mesh, size_t &vertex_count, Ogre::Vector3*& vertices, size_t& index_count, unsigned long*& indices, const Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3& scale ); static void GetMeshInformation( const Ogre::ManualObject* manual, size_t& vertex_count, Ogre::Vector3*& vertices, size_t& index_count, unsigned long*& indices, const Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3& scale ); static void GetMeshInformation( const Ogre::Entity* entity, size_t& vertex_count, Ogre::Vector3*& vertices, size_t& index_count, unsigned long*& indices, const Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3& scale ); }; /***************************************************************************//*! * @brief Init * @param[in] sceneMgr Scene manager * @return[NONE] */ OgreRay::OgreRay( Ogre::SceneManager* sceneMgr ) { m_raySceneQuery = sceneMgr->createRayQuery(Ogre::Ray(), Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK); if( !m_raySceneQuery ) printf("["__FILE__"::%u] Failed to create Ogre::RaySceneQuery instance\n", __LINE__); m_raySceneQuery->setSortByDistance(true); } /***************************************************************************//*! * @brief Raycast from a point in to the scene. * @param[in] point Point to analyse * @param[in] normal Direction * @param[out] result Result ( ONLY if return TRUE ) * @return TRUE if somethings found => {result} NOT EMPTY */ bool OgreRay::RaycastFromPoint( const Ogre::Vector3& point, const Ogre::Vector3& normal, Ogre::Vector3& result ) { // create the ray to test Ogre::Ray ray(point,normal); if( !m_raySceneQuery ) return false; // create a query object m_raySceneQuery->setRay(ray); // execute the query, returns a vector of hits if( m_raySceneQuery->execute().size() <= 0 ) // raycast did not hit an objects bounding box return false; // at this point we have raycast to a series of different objects bounding boxes. // we need to test these different objects to see which is the first polygon hit. // there are some minor optimizations (distance based) that mean we wont have to // check all of the objects most of the time, but the worst case scenario is that // we need to test every triangle of every object. Ogre::Real closest_distance = -1.0f; Ogre::Vector3 closest_result; Ogre::RaySceneQueryResult& query_result = m_raySceneQuery->getLastResults(); for( size_t qr_idx=0, size=query_result.size(); qr_idx<size; ++qr_idx ) { // stop checking if we have found a raycast hit that is closer // than all remaining entities if( closest_distance >= 0.0f && closest_distance < query_result[qr_idx].distance) break; // only check this result if its a hit against an entity if( query_result[qr_idx].movable ) { const std::string& movableType = query_result[qr_idx].movable->getMovableType(); // mesh data to retrieve size_t vertex_count; size_t index_count; Ogre::Vector3* vertices; unsigned long* indices; if( movableType == "ManualObject" ){ // get the entity to check Ogre::ManualObject* pentity = static_cast<Ogre::ManualObject*>(query_result[qr_idx].movable); // get the mesh information GetMeshInformation( pentity, vertex_count, vertices, index_count, indices, pentity->getParentNode()->_getDerivedPosition(), pentity->getParentNode()->_getDerivedOrientation(), pentity->getParentNode()->_getDerivedScale() ); }else if( movableType == "Entity" ){ // get the entity to check Ogre::Entity *pentity = static_cast<Ogre::Entity*>(query_result[qr_idx].movable); // get the mesh information GetMeshInformation( pentity, vertex_count, vertices, index_count, indices, pentity->getParentNode()->_getDerivedPosition(), pentity->getParentNode()->_getDerivedOrientation(), pentity->getParentNode()->_getDerivedScale() ); }else{ continue; } // test for hitting individual triangles on the mesh bool new_closest_found=false; for ( int i=0; i<static_cast<int>(index_count); i += 3) { // check for a hit against this triangle std::pair<bool, Ogre::Real> hit = Ogre::Math::intersects(ray, vertices[indices[i]], vertices[indices[i+1]], vertices[indices[i+2]], true, false); // if it was a hit check if its the closest if( hit.first && (closest_distance < 0.0f || hit.second < closest_distance) ) { // this is the closest so far, save it off closest_distance = hit.second; new_closest_found = true; } } // free the verticies and indicies memory delete[] vertices; delete[] indices; // if we found a new closest raycast for this object, update the // closest_result before moving on to the next object. if( new_closest_found ) closest_result = ray.getPoint(closest_distance); } } // return the result if( closest_distance >= 0.0f ){ // raycast success result = closest_result; return true; } // raycast failed return false; } void OgreRay::GetMeshInformation( const Ogre::Entity* entity, size_t& vertex_count, Ogre::Vector3*& vertices, size_t& index_count, unsigned long*& indices, const Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3& scale ) { bool added_shared = false; size_t current_offset = 0; size_t shared_offset = 0; size_t next_offset = 0; size_t index_offset = 0; vertex_count = index_count = 0; Ogre::MeshPtr mesh = entity->getMesh(); bool useSoftwareBlendingVertices = entity->hasSkeleton(); if( useSoftwareBlendingVertices ) const_cast<Ogre::Entity*>(entity)->_updateAnimation(); // Calculate how many vertices and indices we're going to need for( unsigned short i=0,size=mesh->getNumSubMeshes(); i<size; ++i ) { Ogre::SubMesh* submesh = mesh->getSubMesh(i); // We only need to add the shared vertices once if( submesh->useSharedVertices ){ if( !added_shared ){ vertex_count += mesh->sharedVertexData->vertexCount; added_shared = true; } }else{ vertex_count += submesh->vertexData->vertexCount; } // Add the indices index_count += submesh->indexData->indexCount; } // Allocate space for the vertices and indices vertices = new Ogre::Vector3[vertex_count]; indices = new unsigned long[index_count]; added_shared = false; // Run through the submeshes again, adding the data into the arrays for( unsigned short i=0, size=mesh->getNumSubMeshes(); i<size; ++i) { Ogre::SubMesh* submesh = mesh->getSubMesh(i); //---------------------------------------------------------------- // GET VERTEXDATA //---------------------------------------------------------------- //Ogre::VertexData* vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData; Ogre::VertexData* vertex_data; //When there is animation: if( useSoftwareBlendingVertices ) vertex_data = submesh->useSharedVertices ? entity->_getSkelAnimVertexData() : entity->getSubEntity(i)->_getSkelAnimVertexData(); else vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData; if( (!submesh->useSharedVertices) || (submesh->useSharedVertices && !added_shared) ) { if( submesh->useSharedVertices ){ added_shared = true; shared_offset = current_offset; } const Ogre::VertexElement* posElem = vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vbuf = vertex_data->vertexBufferBinding->getBuffer(posElem->getSource()); unsigned char* vertex = static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); // There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double // as second argument. So make it float, to avoid trouble when Ogre::Real will // be comiled/typedefed as double: // Ogre::Real* pReal; float* pReal = 0; for( size_t j=0; j<vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize()) { posElem->baseVertexPointerToElement(vertex, &pReal); Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]); vertices[current_offset + j] = (orient * (pt * scale)) + position; } vbuf->unlock(); next_offset += vertex_data->vertexCount; } Ogre::IndexData* index_data = submesh->indexData; size_t numTris = index_data->indexCount / 3; Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer; bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT); unsigned long* pLong = static_cast<unsigned long*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); unsigned short* pShort = reinterpret_cast<unsigned short*>(pLong); size_t offset = (submesh->useSharedVertices)? shared_offset : current_offset; size_t index_start = index_data->indexStart; size_t last_index = numTris*3 + index_start; if (use32bitindexes){ for( size_t k = index_start; k<last_index; ++k ) indices[index_offset++] = pLong[k] + static_cast<unsigned long>( offset ); }else{ for( size_t k=index_start; k<last_index; ++k ) indices[ index_offset++ ] = static_cast<unsigned long>( pShort[k] ) + static_cast<unsigned long>( offset ); } ibuf->unlock(); current_offset = next_offset; } } // Get the mesh information for the given mesh. // Code found in Wiki: www.ogre3d.org/wiki/index.php/RetrieveVertexData void OgreRay::GetMeshInformation( const Ogre::MeshPtr mesh, size_t &vertex_count, Ogre::Vector3*& vertices, size_t& index_count, unsigned long*& indices, const Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3& scale ) { bool added_shared = false; size_t current_offset = 0; size_t shared_offset = 0; size_t next_offset = 0; size_t index_offset = 0; vertex_count = index_count = 0; // Calculate how many vertices and indices we're going to need for( unsigned short i=0, size=mesh->getNumSubMeshes(); i<size; ++i ) { Ogre::SubMesh* submesh = mesh->getSubMesh( i ); // We only need to add the shared vertices once if( submesh->useSharedVertices ){ if( !added_shared ){ vertex_count += mesh->sharedVertexData->vertexCount; added_shared = true; } }else{ vertex_count += submesh->vertexData->vertexCount; } // Add the indices index_count += submesh->indexData->indexCount; } // Allocate space for the vertices and indices vertices = new Ogre::Vector3[vertex_count]; indices = new unsigned long[index_count]; added_shared = false; // Run through the submeshes again, adding the data into the arrays for( unsigned short i=0, size=mesh->getNumSubMeshes(); i<size; ++i ) { Ogre::SubMesh* submesh = mesh->getSubMesh(i); Ogre::VertexData* vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData; if( (!submesh->useSharedVertices) || (submesh->useSharedVertices && !added_shared) ) { if( submesh->useSharedVertices ){ added_shared = true; shared_offset = current_offset; } const Ogre::VertexElement* posElem = vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vbuf = vertex_data->vertexBufferBinding->getBuffer(posElem->getSource()); unsigned char* vertex = static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); // There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double // as second argument. So make it float, to avoid trouble when Ogre::Real will // be comiled/typedefed as double: // Ogre::Real* pReal; float* pReal; for( size_t j=0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize() ) { posElem->baseVertexPointerToElement(vertex, &pReal); Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]); vertices[current_offset + j] = (orient * (pt * scale)) + position; } vbuf->unlock(); next_offset += vertex_data->vertexCount; } Ogre::IndexData* index_data = submesh->indexData; size_t numTris = index_data->indexCount / 3; Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer; if( ibuf.isNull() ) continue; // need to check if index buffer is valid (which will be not if the mesh doesn't have triangles like a pointcloud) bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT); unsigned long* pLong = static_cast<unsigned long*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); unsigned short* pShort = reinterpret_cast<unsigned short*>(pLong); size_t offset = (submesh->useSharedVertices)? shared_offset : current_offset; size_t index_start = index_data->indexStart; size_t last_index = numTris*3 + index_start; if( use32bitindexes ){ for( size_t k=index_start; k<last_index; ++k ) { indices[index_offset++] = pLong[k] + static_cast<unsigned long>( offset ); } }else{ for( size_t k=index_start; k<last_index; ++k ) { indices[ index_offset++ ] = static_cast<unsigned long>( pShort[k] ) + static_cast<unsigned long>( offset ); } } ibuf->unlock(); current_offset = next_offset; } } void OgreRay::GetMeshInformation( const Ogre::ManualObject* manual, size_t& vertex_count, Ogre::Vector3*& vertices, size_t& index_count, unsigned long*& indices, const Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3& scale ) { std::vector<Ogre::Vector3> returnVertices; std::vector<unsigned long> returnIndices; unsigned long thisSectionStart = 0; for ( unsigned int i=0,size=manual->getNumSections(); i<size; ++i ) { Ogre::ManualObject::ManualObjectSection* section = manual->getSection(i); Ogre::RenderOperation* renderOp = section->getRenderOperation(); std::vector<Ogre::Vector3> pushVertices; //Collect the vertices { const Ogre::VertexElement* vertexElement = renderOp->vertexData->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION); Ogre::HardwareVertexBufferSharedPtr vertexBuffer = renderOp->vertexData->vertexBufferBinding->getBuffer(vertexElement->getSource()); char* verticesBuffer = static_cast<char*>(vertexBuffer->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); float* positionArrayHolder; thisSectionStart = pushVertices.size(); pushVertices.reserve(renderOp->vertexData->vertexCount); for( unsigned int j=0; j<renderOp->vertexData->vertexCount; ++j ) { vertexElement->baseVertexPointerToElement(verticesBuffer + j * vertexBuffer->getVertexSize(), &positionArrayHolder); Ogre::Vector3 vertexPos = Ogre::Vector3(positionArrayHolder[0],positionArrayHolder[1],positionArrayHolder[2]); vertexPos = (orient * (vertexPos * scale)) + position; pushVertices.push_back(vertexPos); } vertexBuffer->unlock(); } //Collect the indices { if( renderOp->useIndexes ){ Ogre::HardwareIndexBufferSharedPtr indexBuffer = renderOp->indexData->indexBuffer; if( indexBuffer.isNull() || renderOp->operationType != Ogre::RenderOperation::OT_TRIANGLE_LIST ){ //No triangles here, so we just drop the collected vertices and move along to the next section. continue; }else{ returnVertices.reserve(returnVertices.size() + pushVertices.size()); returnVertices.insert(returnVertices.end(), pushVertices.begin(), pushVertices.end()); } unsigned int* pLong = static_cast<unsigned int*>(indexBuffer->lock(Ogre::HardwareBuffer::HBL_READ_ONLY)); unsigned short* pShort = static_cast<unsigned short*>(pLong); returnIndices.reserve(returnIndices.size() + renderOp->indexData->indexCount); for( size_t j=0; j<renderOp->indexData->indexCount; ++j ) { unsigned long index; //We also have got to remember that for a multi section object, each section has //different vertices, so the indices will not be correct. To correct this, we //have to add the position of the first vertex in this section to the index //(At least I think so...) if( indexBuffer->getType() == Ogre::HardwareIndexBuffer::IT_32BIT ) index = static_cast<unsigned long>(pLong[j]) + thisSectionStart; else index = static_cast<unsigned long>(pShort[j]) + thisSectionStart; returnIndices.push_back(index); } indexBuffer->unlock(); } } } //Now we simply return the data. index_count = returnIndices.size(); vertex_count = returnVertices.size(); vertices = new Ogre::Vector3[vertex_count]; for( unsigned long i = 0; i<vertex_count; ++i ) vertices[i] = returnVertices[i]; indices = new unsigned long[index_count]; for( unsigned long i = 0; i<index_count; ++i ) indices[i] = returnIndices[i]; //All done. return; }

Alias: Raycasting_to_the_polygon_level

History

Information Version
Sat 23 of Aug, 2014 12:40 GMT-0000 Enhex Fixed an error. 30
Sun 03 of Feb, 2013 13:14 GMT-0000 JordanWeber There's an issue when having multiple sections, that all indices still only reference the first vertices, and not the vertices array position, if you look at returnIndices in debug, you will notice f 29
Mon 06 of Aug, 2012 20:44 GMT-0000 IPC Adding working sample for 1.7.3 28
Tue 17 of Jan, 2012 09:10 GMT-0000 PickleNinja Found a glitch with line lists/line strips, so I restricted ray-casting to triangle lists. 27
Sun 15 of Jan, 2012 16:53 GMT-0000 Beauty removed HTML tags BR, because it's disabled in the wiki system ...... Thanks to PickleNinja for inspiration from my code and publishing your modification (-: 26
Sat 14 of Jan, 2012 09:08 GMT-0000 PickleNinja Not any more it doesn't. I hope. 25
Sat 14 of Jan, 2012 09:00 GMT-0000 PickleNinja Sorry, that's got a glitch in it somewhere 24
Sat 14 of Jan, 2012 08:16 GMT-0000 PickleNinja Added manualobject support function. 23
Sun 01 of Jan, 2012 03:42 GMT-0000 Beauty added important note to "adapted version 2" 22
Thu 24 of Nov, 2011 17:21 GMT-0000 Beauty corrected notes for the adapted version 21
Thu 24 of Nov, 2011 16:07 GMT-0000 Beauty created section "adapted version 2" + differences note 20
Thu 24 of Nov, 2011 15:26 GMT-0000 Beauty added important note for animation grabbing + link to related forum topic 19
Thu 24 of Nov, 2011 14:43 GMT-0000 Beauty removed code switch for "BUILD_AGAINST_AZATHOTH", because Ogre 1.0 is very outdated 18
Thu 27 of Oct, 2011 13:35 GMT-0000 Beauty added "important note" about problems with other render types 17
Tue 04 of Oct, 2011 21:45 GMT-0000 uzik code updates 16
Mon 05 of Sep, 2011 15:02 GMT-0000 LiMuBei Adapted the vertex function to check if the index buffer is valid. If the mesh is a pointcloud and doesn't have triangles, the following code will crash otherwise. 15
Sun 26 of Dec, 2010 14:03 GMT-0000 Beauty tiny description change 14
Fri 10 of Sep, 2010 08:28 GMT-0000 nikolaj_sheller Reduced indicies array to 32 bit from 64 bit (unsigned long) om 64 bit machines. 13
Fri 10 of Sep, 2010 07:54 GMT-0000 nikolaj_sheller Fixed problem with GetMeshInformation() when compiled on 64 bit machines. 12
Mon 28 of Jun, 2010 20:13 GMT-0000 JustBoo 11
Mon 10 of May, 2010 00:18 GMT-0000 jacmoe 10
Mon 10 of May, 2010 00:15 GMT-0000 jacmoe 9
Sat 02 of Jan, 2010 04:07 GMT-0000 jacmoe [rollback version 6] 8
Mon 10 of May, 2010 00:13 GMT-0000 jacmoe 7
Tue 22 of Dec, 2009 00:44 GMT-0000 jacmoe 5
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