Urho3D/Source/Samples/34_DynamicGeometry/DynamicGeometry.h
2020-01-05 06:21:40 +00:00

93 lines
3.6 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.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
/// Dynamic geometry example.
/// This sample demonstrates:
/// - Cloning a Model resource
/// - Modifying the vertex buffer data of the cloned models at runtime to efficiently animate them
/// - Creating a Model resource and its buffer data from scratch
class DynamicGeometry : public Sample
{
URHO3D_OBJECT(DynamicGeometry, Sample);
public:
/// Construct.
explicit DynamicGeometry(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
"<patch>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"SPACE\" />"
" </element>"
" </add>"
"</patch>";
}
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Read input and move the camera.
void MoveCamera(float timeStep);
/// Animate the vertex data of the objects.
void AnimateObjects(float timeStep);
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Cloned models' vertex buffers that we will animate.
Vector<SharedPtr<VertexBuffer> > animatingBuffers_;
/// Original vertex positions for the sphere model.
PODVector<Vector3> originalVertices_;
/// If the vertices are duplicates, indices to the original vertices (to allow seamless animation.)
PODVector<unsigned> vertexDuplicates_;
/// Animation flag.
bool animate_;
/// Animation's elapsed time.
float time_;
};