Ogre中的射线查询一般只能侦测到边界盒(AABB),就像你在下面图片看到的,使用下面的代码就能避免这些。
初始化射线查询:
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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); |
射线投射:
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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); } } |
得到网格信息:
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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; } } |
如果要考虑对处于运动状态物体做碰撞检测,可使用如下的得到网格信息代码(如果运动物体使用硬件蒙皮下面代码会出问题):
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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; } } |
总的原理是进行射线查询,然后获取模型mesh顶点与索引信息,将每三个顶点构成一个三角面,将定义好的射线与这些三角面进行相交,得到距离最近的交点,射线发射点与该交点距离即为最近距离,最后返回该最近距离。
具体代码使用大家可以参考MOC这个轻量级的碰撞检测库,官网上有示例,可以很容易的掌握。
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