我有OpenGL的代码,但我无法将其转换为Ogre3d:
void RenderData(const PxRenderBuffer & data)
{
glLineWidth(1.0f);
glDisable(GL_LIGHTING);
//----------Render Points------------------
unsigned int NbPoints = data.getNbPoints();
if(NbPoints)
{
float* pVertList = new float[NbPoints*3];
float* pColorList = new float[NbPoints*4];
int vertIndex = 0;
int colorIndex = 0;
const PxDebugPoint* Points = data.getPoints();
while(NbPoints--)
{
pVertList[vertIndex++] = Points->pos.x;
pVertList[vertIndex++] = Points->pos.y;
pVertList[vertIndex++] = Points->pos.z;
pColorList[colorIndex++] = (float)((Points->color>>16)&0xff)/255.0f;
pColorList[colorIndex++] = (float)((Points->color>>8)&0xff)/255.0f;
pColorList[colorIndex++] = (float)(Points->color&0xff)/255.0f;
pColorList[colorIndex++] = 1.0f;
Points++;
}
RenderBuffer(pVertList, pColorList, GL_POINTS, data.getNbPoints());
delete[] pVertList;
delete[] pColorList;
}
//----------Render Lines------------------
unsigned int NbLines = data.getNbLines();
if(NbLines)
{
float* pVertList = new float[NbLines*3*2];
float* pColorList = new float[NbLines*4*2];
int vertIndex = 0;
int colorIndex = 0;
const PxDebugLine* Lines = data.getLines();
while(NbLines--)
{
pVertList[vertIndex++] = Lines->pos0.x;
pVertList[vertIndex++] = Lines->pos0.y;
pVertList[vertIndex++] = Lines->pos0.z;
pColorList[colorIndex++] = (float)((Lines->color0>>16)&0xff)/255.0f;
pColorList[colorIndex++] = (float)((Lines->color0>>8)&0xff)/255.0f;
pColorList[colorIndex++] = (float)(Lines->color0&0xff)/255.0f;
pColorList[colorIndex++] = 1.0f;
pVertList[vertIndex++] = Lines->pos1.x;
pVertList[vertIndex++] = Lines->pos1.y;
pVertList[vertIndex++] = Lines->pos1.z;
pColorList[colorIndex++] = (float)((Lines->color0>>16)&0xff)/255.0f;
pColorList[colorIndex++] = (float)((Lines->color0>>8)&0xff)/255.0f;
pColorList[colorIndex++] = (float)(Lines->color0&0xff)/255.0f;
pColorList[colorIndex++] = 1.0f;
Lines++;
}
RenderBuffer(pVertList, pColorList, GL_LINES, data.getNbLines()*2);
delete[] pVertList;
delete[] pColorList;
}
//----------Render Triangles------------------
unsigned int NbTris = data.getNbTriangles();
if(NbTris)
{
float* pVertList = new float[NbTris*3*3];
float* pColorList = new float[NbTris*4*3];
int vertIndex = 0;
int colorIndex = 0;
const PxDebugTriangle* Triangles = data.getTriangles();
while(NbTris--)
{
pVertList[vertIndex++] = Triangles->pos0.x;
pVertList[vertIndex++] = Triangles->pos0.y;
pVertList[vertIndex++] = Triangles->pos0.z;
pVertList[vertIndex++] = Triangles->pos1.x;
pVertList[vertIndex++] = Triangles->pos1.y;
pVertList[vertIndex++] = Triangles->pos1.z;
pVertList[vertIndex++] = Triangles->pos2.x;
pVertList[vertIndex++] = Triangles->pos2.y;
pVertList[vertIndex++] = Triangles->pos2.z;
for(int i=0;i<3;i++)
{
pColorList[colorIndex++] = (float)((Triangles->color0>>16)&0xff)/255.0f;
pColorList[colorIndex++] = (float)((Triangles->color0>>8)&0xff)/255.0f;
pColorList[colorIndex++] = (float)(Triangles->color0&0xff)/255.0f;
pColorList[colorIndex++] = 1.0f;
}
Triangles++;
}
RenderBuffer(pVertList, pColorList, GL_TRIANGLES, data.getNbTriangles()*3);
delete[] pVertList;
delete[] pColorList;
}
glEnable(GL_LIGHTING);
glColor4f(1.0f,1.0f,1.0f,1.0f);
}
void RenderBuffer(float* pVertList, float* pColorList, int type, int num)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT, 0, pVertList);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, pColorList);
glDrawArrays(type, 0, num);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
当然,您可能不会使用此代码。我只想绘制PhysX调试可视化。
答案 0 :(得分:1)
看看Ogre3D PhysX包装器如何调用&#34; NxOgre &#34; (与作为Ogre3D的实际桥梁的Critter结合)做了一些事情。一个很好的起点是wiki tutorial page。
粗略概述: PhsyX为每个世界中的每个场景提供调试渲染数据结构。这可以采用并形成一个可以在Ogre3D中使用的数据结构来呈现。
for (World::SceneIterator iterator = mWorld->getScenes(); iterator != iterator.end(); iterator++)
{
const NxDebugRenderable* renderable = iterator->getScene()->getDebugRenderable();
if (renderable == 0)
continue;
unsigned int nbLines = renderable->getNbLines();
const NxDebugLine* lines = renderable->getLines();
while(nbLines--)
{
mMeshData->mLines.push_back(lines->p0.x);
mMeshData->mLines.push_back(lines->p0.y);
mMeshData->mLines.push_back(lines->p0.z);
mMeshData->mLines.push_back(lines->p1.x);
mMeshData->mLines.push_back(lines->p1.y);
mMeshData->mLines.push_back(lines->p1.z);
mMeshData->mColours.push_back(lines->color);
mMeshData->mColours.push_back(lines->color);
lines++;
}
mMeshData->mNbLines += renderable->getNbLines();
}
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