Thanks for your answer Tim. Actually I need that number of vertices and the
number of faces to transform this mesh into a NxActor type of the PhysX
engine. I'll try your method if it doesn't work that way.

Nicolas

2010/6/15 Tim Moore <[email protected]>

>
>
> On Tue, Jun 15, 2010 at 11:12 AM, Nicolas Payot 
> <[email protected]>wrote:
>
>> Hello guys,
>>
>> I'm trying to retrieve the number of vertices of a mesh described in an
>> obj file. I use the function osgDB::readNodeFile(fileName) to load it and
>> the following one to get that number:
>>
>> int Mesh::getVertNum()
>> {
>> // Convert the node m_obj into a Group pointer and return child node at
>> position 0
>>  osg::Geode* geode =
>> dynamic_cast<osg::Geode*>(m_obj->asGroup()->getChild(0));
>> osg::Geometry* geometry = geode->getDrawable(0)->asGeometry();
>>  osg::Vec3Array* vertex =
>> dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
>> return vertex->getNumElements();
>> }
>>
>> But the thing is it doesn't give me the correct number. I tried with a
>> simple cube and I obtained 24 vertices.
>> Someone already had that problem in this message:
>> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-September/016855.html
>>  but
>> I'm not sure to well understand, and also I still don't know how to get the
>> correct number.
>> Does anyone have an idea?
>>
>> This is correct. The obj reader constructs DrawArray objects, which
> duplicate vertices in each polygon. In the case of a cube, this is actually
> not too bad: a single vertex has a different normal in each of faces that
> share it, so there is no opportunity for optimization by creating an indexed
> mesh. If you have a more complex mesh that you think should be optimized,
> you can try the new INDEX_MESH optimizer and its companions
> VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM.
>
> Tim
>
>
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