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Ogre Discussion :

Calcules de collision visuel


Sujet :

Ogre

  1. #1
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    Par défaut Calcules de collision visuel
    Bonjour,

    Je conçois un jeu vidéo à la 1ere personne.
    Dans le jeu, on peut ramasser des objets.
    Le curseur est fixé au milieu de l'écran.
    Le problème: J'ai N objet(s) dans un seul Ogre::ManualObject comment savoir si mon curseur pointe sur un objet. Et s'il pointe sur un objet, lequel ?

    Y a t'il un moyen simple de connaître le point (x,y,z) de l'intersection entre le curseur de ma camera et la texture en général ?

    Edit: J'ai résolu mon problème tout seul.

    Merci d'avance
    Cordialement
    IPC
    Dernière modification par Domi2 ; 07/08/2012 à 08h20. Motif: Lien non pérenne

  2. #2
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    Peux tu mettre la réponse a ta question ca pourrait en aider plus d'un

  3. #3
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    Par défaut Solution
    Salut !

    Désolé, j'étais sûr d'avoir mit la réponse. La solution vient de http://www.ogre3d.org/tikiwiki/tiki-...age_ref_id=782

    Note: Fonctionne uniquement sur les Entity et les ManualObject.

    Alors je parts sur la classe de base donnée dans les tuto d'OGRE3D:
    http://www.ogre3d.org/tikiwiki/tiki-...pplication-cpp
    http://www.ogre3d.org/tikiwiki/tiki-...eApplication-h

    Ajouter les fonctions suivantes à la classe BaseApplication (BaseApplication.h):
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    class BaseApplication : public Ogre::FrameListener, public Ogre::WindowEventListener, public OIS::KeyListener, public OIS::MouseListener, OgreBites::SdkTrayListener
    {
    	private:
    		//Ogre::SceneManager*		mSceneMgr;//!< Gestonnaire de scène (Note: Est par défaut dans BaseApplication.h)
    		//Ogre::Camera*			mCamera;//!< Caméra principal (Note: Est par défaut dans BaseApplication.h)
    		Ogre::RaySceneQuery*		m_raySceneQuery;
    		// ...
     
    	public:
    		bool BaseApplication::setup();// Normalement, existe déjà.
    		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 );
    		bool RaycastFromPoint( const Ogre::Vector3& point, const Ogre::Vector3& normal, Ogre::Vector3& result );
    		// ...
    }
    BaseApplication.cpp:
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    bool BaseApplication::setup()
    {
    	// ...
    	// Create the scene
    	createScene();
     
    	/***************************************************************************
            * Init du système de pointage
            */
    	m_raySceneQuery = m_sceneMgr->createRayQuery(Ogre::Ray(), Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK);
    	if( !m_raySceneQuery )
    		printf("Failed to create Ogre::RaySceneQuery instance\n");
    	m_raySceneQuery->setSortByDistance(true);
     
    	//...
    }
     
     
    // raycast from a point in to the scene.
    // returns success or failure.
    // on success the point is returned in the result.
    // http://www.ogre3d.org/tikiwiki/tiki-index.php?page_ref_id=782
    bool VoxelEngine::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 VoxelEngine::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 VoxelEngine::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 VoxelEngine::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 = (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( 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 = (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;
    }
    Utilisation:
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    // Soit l'instance de BaseApplication :
    BaseApplication* ba = ....; // en général this.
     
    Ogre::Vector3 v = mCamera->getPosition();
    Ogre::Vector3 direction = mCamera->getDirection();
    Ogre::Vector3 result;
     
    if( ba->RaycastFromPoint( v, direction, result ) ){
    	// La fonction RaycastFromPoint a retournée TRUE => la rayon a touché une texture à la position {result}.
    }else{
    	// Le rayon n'a rien touché
    }
    Il y a un gros MAIS à ce code. Si vous avez des ombres, alors la texture touchée sera l'ombre. Donc en cas de collision détecté, n'hésitez par à vérifier ce que vous avez touché. De plus si vous avez des positions précises de vos objets, vous allez devoir chercher manuellement pour être sûr de toucher le bon objet:
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    Ogre::Vector3 v = mCamera->getPosition();
    Ogre::Vector3 direction = mCamera->getDirection();
    Ogre::Vector3 result;
    if( ba->RaycastFromPoint( v, direction, result ) ){
    	// La fonction RaycastFromPoint a retournée TRUE => la rayon a touché une texture à la position v.
     
    	// Quand le système d'ombre dynamique est activée,
    	// cela créé une couche de vertex juste audessus des cubes ombragé.
    	// Lors de la récupération de la position, on se retourve juste devant
    	// l'objet qui devrait être selectionné.
    	// Pour contrer ce bug, on va donc chercher manuelement un peu plus loin.
     
    	// On recule au cas où.
    	result -= direction;
     
    	Ogre::Vector3 directionPrecision = direction*0.01;// le 0.01 c'est la précision du curseur
     
    	bool isObjectFound = false;
     
    	// On avance doucement et on regarde à chaque pas (i) s'il y a un objet potentiel.
    	// On fait 100 itération MAX.
    	for( int i=0; i<100 && !isObjectFound; i++ )
    	{
    		result += directionPrecision;
    		// Ici on test s'il y a un objet.
    		//if( ... ){
    		//	isObjectFound = true;
    		//	{result} contient donc la position de l'objet
    		//	...
    		//}
    	}
     
     
    }else{
    	// Le rayon n'a rien touché
    }
    Voilà ;-)

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