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History: Raycasting to the polygon level - Mogre
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Source of version: 15
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This is a Mogre version of ((Raycasting to the polygon level)) as ported by Funguine (ketarax on #ogre3d) & Antont. Here is the [http://www.ogre3d.org/phpBB2/viewtopic.php?t=23440|forum thread] of the original code (C++). !!Introducion An Ogre ray query generally only detect bounding boxes (((-AABB))s), like you see on this image. With this code you can avoid this disadvantage. {img src="img/wiki_up/Rays_and_BoundingBox_1a.gif" alt="Rays_and_BoundingBox_1a.gif"} !!Important note This code only returns correct results for polygons defined by rendertype ((ManualObject|#Rendering_Types|OT_TRIANGLE_LIST)). If a mesh contains other rendertypes (different triangle definition), lines or points, you will get wrong results or even a crash. Terrain and ManualObject aren't supported. Also it's not recommend for heavy usage (multiple queries per second). For details [http://www.ogre3d.org/forums/viewtopic.php?f=1&t=67355|look here]. !!An improved alternative Because of disadvantages with the code on this wiki page, user ((User:Beauty|Beauty)) wrotes a new polygon raycasting class from scratch. In general the code is ready to use. Only some helper classes (e.g. for debugging) are added quick and dirty to a second code file. In the future Beauty wants to polish up the code and publish it in a common way later (not only as attachment of a forum post). The (alternative) polygon raycasting code you find [http://www.ogre3d.org/forums/viewtopic.php?p=446083#p446083|here] in the forum. Notes about you find [http://www.ogre3d.org/forums/viewtopic.php?p=448551#p448551|here]. For questions about Beautys code, please us the same forum topic. Note: The code on this wiki page (below this section) is the old and "primitive" polygon raycasting version. !!Code for initialization Define this field (variable) in your class {CODE(wrap="1", colors="c++")}RaySceneQuery m_pray_scene_query;{CODE} Initialize it, for example in CreateScene() {CODE(wrap="1", colors="c++")} // create the ray scene query object m_pray_scene_query = sceneMgr.CreateRayQuery(new Ray(), SceneManager.WORLD_GEOMETRY_TYPE_MASK); if (null == m_pray_scene_query) { return false; } m_pray_scene_query.SetSortByDistance(true);{CODE} !!Method for raycast {CODE(wrap="1", colors="c++")}// raycast from a point in to the scene. // returns success or failure. // on success the point is returned in the result. public bool RaycastFromPoint(Vector3 point, Vector3 normal, ref Vector3 result, ref Vector3 resNormal) { // create the ray to test Ray ray = new Ray(point, normal); // check we are initialised if (m_pray_scene_query != null) { // create a query object m_pray_scene_query.Ray = ray; // execute the query, returns a vector of hits RaySceneQueryResult rayresult = m_pray_scene_query.Execute(); if (rayresult.Count <= 0) { // raycast did not hit an objects bounding box return false; } } else { 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. float closest_distance = -1.0f; Vector3 closest_result = Vector3.ZERO; Vector3 vNormal = Vector3.ZERO; RaySceneQueryResult query_result = m_pray_scene_query.GetLastResults(); foreach (RaySceneQueryResultEntry this_result in query_result) { // stop checking if we have found a raycast hit that is closer // than all remaining entities if ((closest_distance >= 0.0f) && (closest_distance < this_result.distance)) { break; } // only check this result if its a hit against an entity if ((this_result.movable != null) && (this_result.movable.MovableType == "Entity")) { // get the entity to check Entity pentity = (Entity)this_result.movable; // mesh data to retrieve uint vertex_count = 0; uint index_count = 0; Vector3[] vertices = new Vector3[0]; UInt64[] indices = new UInt64[0]; // get the mesh information GetMeshInformation(pentity.GetMesh(), ref vertex_count, ref vertices, ref index_count, ref indices, pentity.ParentNode._getDerivedPosition(), // WorldPosition pentity.ParentNode._getDerivedOrientation(), // WorldOrientation pentity.ParentNode.GetScale()); int ncf = -1; // new_closest_found // test for hitting individual triangles on the mesh for (int i = 0; i < (int)index_count; i += 3) { // check for a hit against this triangle Pair<bool, float> hit = Mogre.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; ncf = i; } } } if (ncf > -1) { closest_result = ray.GetPoint(closest_distance); // if you don't need the normal, comment this out; you'll save some CPU cycles. Vector3 v1 = vertices[indices[ncf]] - vertices[indices[ncf + 1]]; Vector3 v2 = vertices[indices[ncf + 2]] - vertices[indices[ncf + 1]]; vNormal = v1.CrossProduct(v2); } // free the verticies and indicies memory vertices = null; indices = null; } } // if we found a new closest raycast for this object, update the // closest_result before moving on to the next object. if (closest_distance >= 0.0f) { result = new Vector3(closest_result.x, closest_result.y, closest_result.z); resNormal = vNormal / vNormal.Normalise(); /* // this visualizes the 'result' position if (!sceneMgr.HasSceneNode("marker")) { SceneNode node = sceneMgr.CreateSceneNode("marker"); Entity ent = sceneMgr.CreateEntity("marker", "Cube.mesh"); node.AttachObject(ent); node.Position = result; node.Scale(0.25f, 0.25f, 0.25f); sceneMgr.RootSceneNode.AddChild(node); } else { sceneMgr.GetSceneNode("marker").Position = result; } */ // raycast success return true; } else { // raycast failed return false; } } // RayCastFromPoint{CODE} !!GetMeshInformation This code is a port from ((RetrieveVertexData)). There are ((Raycasting to the polygon level|#Adapted_version|two alternative versions)) of ''GetMeshInformation()''. One takes into account the animation state of an entity and the other one solves compiling errors for 64bit using GCC. {CODE(wrap="1", colors="c++")}// Get the mesh information for the given mesh. // Code found in Wiki: www.ogre3d.org/wiki/index.php/RetrieveVertexData public unsafe void GetMeshInformation(MeshPtr mesh, ref uint vertex_count, ref Vector3[] vertices, ref uint index_count, ref UInt64[] indices, Vector3 position, Quaternion orientation, Vector3 scale) { bool added_shared = false; uint current_offset = 0; uint shared_offset = 0; uint next_offset = 0; uint index_offset = 0; vertex_count = index_count = 0; // Calculate how many vertices and indices we're going to need for (ushort i = 0; i < mesh.NumSubMeshes; ++i) { 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 Vector3[vertex_count]; indices = new UInt64[index_count]; added_shared = false; // Run through the submeshes again, adding the data into the arrays for (ushort i = 0; i < mesh.NumSubMeshes; ++i) { SubMesh submesh = mesh.GetSubMesh(i); 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; } VertexElement posElem = vertex_data.vertexDeclaration.FindElementBySemantic(VertexElementSemantic.VES_POSITION); HardwareVertexBufferSharedPtr vbuf = vertex_data.vertexBufferBinding.GetBuffer(posElem.Source); byte* vertex = (byte*)vbuf.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY); float* pReal; // 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; for (int j = 0; j < vertex_data.vertexCount; ++j, vertex += vbuf.VertexSize) { posElem.BaseVertexPointerToElement(vertex, &pReal); Vector3 pt = new Vector3(pReal[0], pReal[1], pReal[2]); vertices[current_offset + j] = (orientation * (pt * scale)) + position; } // |!| Important: VertexBuffer Unlock() + Dispose() avoids memory corruption vbuf.Unlock(); vbuf.Dispose(); next_offset += vertex_data.vertexCount; } IndexData index_data = submesh.indexData; uint numTris = index_data.indexCount / 3; HardwareIndexBufferSharedPtr ibuf = index_data.indexBuffer; // UNPORTED line of C++ code (because ibuf.IsNull() doesn't exist in C#) // 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.Type == HardwareIndexBuffer.IndexType.IT_32BIT); uint* pLong = (uint*)ibuf.Lock(HardwareBuffer.LockOptions.HBL_READ_ONLY); ushort* pShort = (ushort*)pLong; uint offset = submesh.useSharedVertices ? shared_offset : current_offset; if (use32bitindexes) { for (int k = 0; k < index_data.indexCount; ++k) { indices[index_offset++] = (UInt64)pLong[k] + (UInt64)offset; } } else { for (int k = 0; k < index_data.indexCount; ++k) { indices[index_offset++] = (UInt64)pShort[k] + (UInt64)offset; } } // |!| Important: IndexBuffer Unlock() + Dispose() avoids memory corruption ibuf.Unlock(); ibuf.Dispose(); current_offset = next_offset; } // |!| Important: MeshPtr Dispose() avoids memory corruption mesh.Dispose(); // This dispose the MeshPtr, not the Mesh } // GetMeshInformation {CODE} --- Alias: (alias(Raycasting_to_the_polygon_level_-_Mogre)) Alias: (alias(Raycasting_to_the_polygon_level_%28Mogre%29))
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