395 lines
15 KiB
C++
395 lines
15 KiB
C++
//
|
|
// Copyright (c) 2008-2020 the Urho3D project.
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to deal
|
|
// in the Software without restriction, including without limitation the rights
|
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
// copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
// THE SOFTWARE.
|
|
//
|
|
|
|
#include <Urho3D/Core/CoreEvents.h>
|
|
#include <Urho3D/Core/Profiler.h>
|
|
#include <Urho3D/Engine/Engine.h>
|
|
#include <Urho3D/Graphics/Camera.h>
|
|
#include <Urho3D/Graphics/Geometry.h>
|
|
#include <Urho3D/Graphics/Graphics.h>
|
|
#include <Urho3D/Graphics/IndexBuffer.h>
|
|
#include <Urho3D/Graphics/Light.h>
|
|
#include <Urho3D/Graphics/Model.h>
|
|
#include <Urho3D/Graphics/Octree.h>
|
|
#include <Urho3D/Graphics/Renderer.h>
|
|
#include <Urho3D/Graphics/StaticModel.h>
|
|
#include <Urho3D/Graphics/VertexBuffer.h>
|
|
#include <Urho3D/Graphics/Zone.h>
|
|
#include <Urho3D/Input/Input.h>
|
|
#include <Urho3D/IO/Log.h>
|
|
#include <Urho3D/Resource/ResourceCache.h>
|
|
#include <Urho3D/Scene/Scene.h>
|
|
#include <Urho3D/UI/Font.h>
|
|
#include <Urho3D/UI/Text.h>
|
|
#include <Urho3D/UI/UI.h>
|
|
|
|
#include "DynamicGeometry.h"
|
|
|
|
#include <Urho3D/DebugNew.h>
|
|
|
|
URHO3D_DEFINE_APPLICATION_MAIN(DynamicGeometry)
|
|
|
|
DynamicGeometry::DynamicGeometry(Context* context) :
|
|
Sample(context),
|
|
animate_(true),
|
|
time_(0.0f)
|
|
{
|
|
}
|
|
|
|
void DynamicGeometry::Start()
|
|
{
|
|
// Execute base class startup
|
|
Sample::Start();
|
|
|
|
// Create the scene content
|
|
CreateScene();
|
|
|
|
// Create the UI content
|
|
CreateInstructions();
|
|
|
|
// Setup the viewport for displaying the scene
|
|
SetupViewport();
|
|
|
|
// Hook up to the frame update events
|
|
SubscribeToEvents();
|
|
|
|
// Set the mouse mode to use in the sample
|
|
Sample::InitMouseMode(MM_RELATIVE);
|
|
}
|
|
|
|
void DynamicGeometry::CreateScene()
|
|
{
|
|
auto* cache = GetSubsystem<ResourceCache>();
|
|
|
|
scene_ = new Scene(context_);
|
|
|
|
// Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
|
|
// (-1000, -1000, -1000) to (1000, 1000, 1000)
|
|
scene_->CreateComponent<Octree>();
|
|
|
|
// Create a Zone for ambient light & fog control
|
|
Node* zoneNode = scene_->CreateChild("Zone");
|
|
auto* zone = zoneNode->CreateComponent<Zone>();
|
|
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
|
|
zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
|
|
zone->SetFogStart(200.0f);
|
|
zone->SetFogEnd(300.0f);
|
|
|
|
// Create a directional light
|
|
Node* lightNode = scene_->CreateChild("DirectionalLight");
|
|
lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
|
|
auto* light = lightNode->CreateComponent<Light>();
|
|
light->SetLightType(LIGHT_DIRECTIONAL);
|
|
light->SetColor(Color(0.4f, 1.0f, 0.4f));
|
|
light->SetSpecularIntensity(1.5f);
|
|
|
|
// Get the original model and its unmodified vertices, which are used as source data for the animation
|
|
auto* originalModel = cache->GetResource<Model>("Models/Box.mdl");
|
|
if (!originalModel)
|
|
{
|
|
URHO3D_LOGERROR("Model not found, cannot initialize example scene");
|
|
return;
|
|
}
|
|
// Get the vertex buffer from the first geometry's first LOD level
|
|
VertexBuffer* buffer = originalModel->GetGeometry(0, 0)->GetVertexBuffer(0);
|
|
const auto* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
|
|
if (vertexData)
|
|
{
|
|
unsigned numVertices = buffer->GetVertexCount();
|
|
unsigned vertexSize = buffer->GetVertexSize();
|
|
// Copy the original vertex positions
|
|
for (unsigned i = 0; i < numVertices; ++i)
|
|
{
|
|
const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
|
|
originalVertices_.Push(src);
|
|
}
|
|
buffer->Unlock();
|
|
|
|
// Detect duplicate vertices to allow seamless animation
|
|
vertexDuplicates_.Resize(originalVertices_.Size());
|
|
for (unsigned i = 0; i < originalVertices_.Size(); ++i)
|
|
{
|
|
vertexDuplicates_[i] = i; // Assume not a duplicate
|
|
for (unsigned j = 0; j < i; ++j)
|
|
{
|
|
if (originalVertices_[i].Equals(originalVertices_[j]))
|
|
{
|
|
vertexDuplicates_[i] = j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
URHO3D_LOGERROR("Failed to lock the model vertex buffer to get original vertices");
|
|
return;
|
|
}
|
|
|
|
// Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
|
|
for (int y = -1; y <= 1; ++y)
|
|
{
|
|
for (int x = -1; x <= 1; ++x)
|
|
{
|
|
Node* node = scene_->CreateChild("Object");
|
|
node->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
|
|
auto* object = node->CreateComponent<StaticModel>();
|
|
SharedPtr<Model> cloneModel = originalModel->Clone();
|
|
object->SetModel(cloneModel);
|
|
// Store the cloned vertex buffer that we will modify when animating
|
|
animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(0)));
|
|
}
|
|
}
|
|
|
|
// Finally create one model (pyramid shape) and a StaticModel to display it from scratch
|
|
// Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
|
|
{
|
|
const unsigned numVertices = 18;
|
|
|
|
float vertexData[] = {
|
|
// Position Normal
|
|
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
|
|
|
|
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
|
|
|
|
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
|
|
|
|
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f
|
|
};
|
|
|
|
const unsigned short indexData[] = {
|
|
0, 1, 2,
|
|
3, 4, 5,
|
|
6, 7, 8,
|
|
9, 10, 11,
|
|
12, 13, 14,
|
|
15, 16, 17
|
|
};
|
|
|
|
// Calculate face normals now
|
|
for (unsigned i = 0; i < numVertices; i += 3)
|
|
{
|
|
Vector3& v1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i]));
|
|
Vector3& v2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1)]));
|
|
Vector3& v3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2)]));
|
|
Vector3& n1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i + 3]));
|
|
Vector3& n2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1) + 3]));
|
|
Vector3& n3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2) + 3]));
|
|
|
|
Vector3 edge1 = v1 - v2;
|
|
Vector3 edge2 = v1 - v3;
|
|
n1 = n2 = n3 = edge1.CrossProduct(edge2).Normalized();
|
|
}
|
|
|
|
SharedPtr<Model> fromScratchModel(new Model(context_));
|
|
SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
|
|
SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
|
|
SharedPtr<Geometry> geom(new Geometry(context_));
|
|
|
|
// Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
|
|
vb->SetShadowed(true);
|
|
// We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
|
|
// defining the vertex elements explicitly to allow any element types and order
|
|
PODVector<VertexElement> elements;
|
|
elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
|
|
elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));
|
|
vb->SetSize(numVertices, elements);
|
|
vb->SetData(vertexData);
|
|
|
|
ib->SetShadowed(true);
|
|
ib->SetSize(numVertices, false);
|
|
ib->SetData(indexData);
|
|
|
|
geom->SetVertexBuffer(0, vb);
|
|
geom->SetIndexBuffer(ib);
|
|
geom->SetDrawRange(TRIANGLE_LIST, 0, numVertices);
|
|
|
|
fromScratchModel->SetNumGeometries(1);
|
|
fromScratchModel->SetGeometry(0, 0, geom);
|
|
fromScratchModel->SetBoundingBox(BoundingBox(Vector3(-0.5f, -0.5f, -0.5f), Vector3(0.5f, 0.5f, 0.5f)));
|
|
|
|
// Though not necessary to render, the vertex & index buffers must be listed in the model so that it can be saved properly
|
|
Vector<SharedPtr<VertexBuffer> > vertexBuffers;
|
|
Vector<SharedPtr<IndexBuffer> > indexBuffers;
|
|
vertexBuffers.Push(vb);
|
|
indexBuffers.Push(ib);
|
|
// Morph ranges could also be not defined. Here we simply define a zero range (no morphing) for the vertex buffer
|
|
PODVector<unsigned> morphRangeStarts;
|
|
PODVector<unsigned> morphRangeCounts;
|
|
morphRangeStarts.Push(0);
|
|
morphRangeCounts.Push(0);
|
|
fromScratchModel->SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts);
|
|
fromScratchModel->SetIndexBuffers(indexBuffers);
|
|
|
|
Node* node = scene_->CreateChild("FromScratchObject");
|
|
node->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
|
|
auto* object = node->CreateComponent<StaticModel>();
|
|
object->SetModel(fromScratchModel);
|
|
}
|
|
|
|
// Create the camera
|
|
cameraNode_ = new Node(context_);
|
|
cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -20.0f));
|
|
auto* camera = cameraNode_->CreateComponent<Camera>();
|
|
camera->SetFarClip(300.0f);
|
|
}
|
|
|
|
void DynamicGeometry::CreateInstructions()
|
|
{
|
|
auto* cache = GetSubsystem<ResourceCache>();
|
|
auto* ui = GetSubsystem<UI>();
|
|
|
|
// Construct new Text object, set string to display and font to use
|
|
auto* instructionText = ui->GetRoot()->CreateChild<Text>();
|
|
instructionText->SetText(
|
|
"Use WASD keys and mouse/touch to move\n"
|
|
"Space to toggle animation"
|
|
);
|
|
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
|
|
// The text has multiple rows. Center them in relation to each other
|
|
instructionText->SetTextAlignment(HA_CENTER);
|
|
|
|
// Position the text relative to the screen center
|
|
instructionText->SetHorizontalAlignment(HA_CENTER);
|
|
instructionText->SetVerticalAlignment(VA_CENTER);
|
|
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
|
|
}
|
|
|
|
void DynamicGeometry::SetupViewport()
|
|
{
|
|
auto* renderer = GetSubsystem<Renderer>();
|
|
|
|
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
|
|
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
|
|
renderer->SetViewport(0, viewport);
|
|
}
|
|
|
|
void DynamicGeometry::SubscribeToEvents()
|
|
{
|
|
// Subscribe HandleUpdate() function for processing update events
|
|
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(DynamicGeometry, HandleUpdate));
|
|
}
|
|
|
|
void DynamicGeometry::MoveCamera(float timeStep)
|
|
{
|
|
// Do not move if the UI has a focused element (the console)
|
|
if (GetSubsystem<UI>()->GetFocusElement())
|
|
return;
|
|
|
|
auto* input = GetSubsystem<Input>();
|
|
|
|
// Movement speed as world units per second
|
|
const float MOVE_SPEED = 20.0f;
|
|
// Mouse sensitivity as degrees per pixel
|
|
const float MOUSE_SENSITIVITY = 0.1f;
|
|
|
|
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
|
|
IntVector2 mouseMove = input->GetMouseMove();
|
|
yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
|
|
pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
|
|
pitch_ = Clamp(pitch_, -90.0f, 90.0f);
|
|
|
|
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
|
|
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
|
|
|
|
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
|
if (input->GetKeyDown(KEY_W))
|
|
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_S))
|
|
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_A))
|
|
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_D))
|
|
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
|
}
|
|
|
|
void DynamicGeometry::AnimateObjects(float timeStep)
|
|
{
|
|
URHO3D_PROFILE(AnimateObjects);
|
|
|
|
time_ += timeStep * 100.0f;
|
|
|
|
// Repeat for each of the cloned vertex buffers
|
|
for (unsigned i = 0; i < animatingBuffers_.Size(); ++i)
|
|
{
|
|
float startPhase = time_ + i * 30.0f;
|
|
VertexBuffer* buffer = animatingBuffers_[i];
|
|
|
|
// Lock the vertex buffer for update and rewrite positions with sine wave modulated ones
|
|
// Cannot use discard lock as there is other data (normals, UVs) that we are not overwriting
|
|
auto* vertexData = (unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
|
|
if (vertexData)
|
|
{
|
|
unsigned vertexSize = buffer->GetVertexSize();
|
|
unsigned numVertices = buffer->GetVertexCount();
|
|
for (unsigned j = 0; j < numVertices; ++j)
|
|
{
|
|
// If there are duplicate vertices, animate them in phase of the original
|
|
float phase = startPhase + vertexDuplicates_[j] * 10.0f;
|
|
Vector3& src = originalVertices_[j];
|
|
Vector3& dest = *reinterpret_cast<Vector3*>(vertexData + j * vertexSize);
|
|
dest.x_ = src.x_ * (1.0f + 0.1f * Sin(phase));
|
|
dest.y_ = src.y_ * (1.0f + 0.1f * Sin(phase + 60.0f));
|
|
dest.z_ = src.z_ * (1.0f + 0.1f * Sin(phase + 120.0f));
|
|
}
|
|
|
|
buffer->Unlock();
|
|
}
|
|
}
|
|
}
|
|
|
|
void DynamicGeometry::HandleUpdate(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
using namespace Update;
|
|
|
|
// Take the frame time step, which is stored as a float
|
|
float timeStep = eventData[P_TIMESTEP].GetFloat();
|
|
|
|
// Toggle animation with space
|
|
auto* input = GetSubsystem<Input>();
|
|
if (input->GetKeyPress(KEY_SPACE))
|
|
animate_ = !animate_;
|
|
|
|
// Move the camera, scale movement with time step
|
|
MoveCamera(timeStep);
|
|
|
|
// Animate objects' vertex data if enabled
|
|
if (animate_)
|
|
AnimateObjects(timeStep);
|
|
}
|