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 > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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