0631979496
[ci skip]
354 lines
13 KiB
Lua
354 lines
13 KiB
Lua
-- Dynamic geometry example.
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-- This sample demonstrates:
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-- - Cloning a Model resource
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-- - Modifying the vertex buffer data of the cloned models at runtime to efficiently animate them
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-- - Creating a Model resource and its buffer data from scratch
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require "LuaScripts/Utilities/Sample"
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local boxNodes = {}
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local animate = false
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local useGroups = false
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local animate = true
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local animTime = 0.0
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local originalVertexData = VectorBuffer()
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local animatingBuffers = {}
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local originalVertices = {}
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local vertexDuplicates = {}
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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-- Create the scene content
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CreateScene()
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-- Create the UI content
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CreateInstructions()
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-- Setup the viewport for displaying the scene
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SetupViewport()
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-- Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE)
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-- Hook up to the frame update events
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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-- Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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-- (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_:CreateComponent("Octree")
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-- Create a Zone for ambient light & fog control
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local zoneNode = scene_:CreateChild("Zone")
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local zone = zoneNode:CreateComponent("Zone")
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.fogColor = Color(0.2, 0.2, 0.2)
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zone.fogStart = 200.0
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zone.fogEnd = 300.0
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-- Create a directional light
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(-0.6, -1.0, -0.8) -- The direction vector does not need to be normalized
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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light.color = Color(0.4, 1.0, 0.4)
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light.specularIntensity = 1.5
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-- Get the original model and its unmodified vertices, which are used as source data for the animation
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local originalModel = cache:GetResource("Model", "Models/Box.mdl")
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if originalModel == nil then
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print("Model not found, cannot initialize example scene")
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return
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end
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-- Get the vertex buffer from the first geometry's first LOD level
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local buffer = originalModel:GetGeometry(0, 0):GetVertexBuffer(0)
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originalVertexData = buffer:GetData()
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local numVertices = buffer.vertexCount
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local vertexSize = buffer.vertexSize
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-- Copy the original vertex positions
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for i = 0, numVertices - 1 do
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originalVertexData:Seek(i * vertexSize)
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originalVertices[i+1] = originalVertexData:ReadVector3()
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end
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-- Detect duplicate vertices to allow seamless animation
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for i = 1, table.getn(originalVertices) do
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vertexDuplicates[i] = i -- Assume not a duplicate
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for j = 1, i - 1 do
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if originalVertices[i]:Equals(originalVertices[j]) then
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vertexDuplicates[i] = j
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break
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end
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end
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end
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-- Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
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for y = -1, 1 do
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for x = -1, 1 do
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local node = scene_:CreateChild("Object")
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node.position = Vector3(x * 2.0, 0.0, y * 2.0)
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local object = node:CreateComponent("StaticModel")
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local cloneModel = originalModel:Clone()
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object.model = cloneModel
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-- Store the cloned vertex buffer that we will modify when animating
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table.insert(animatingBuffers, cloneModel:GetGeometry(0, 0):GetVertexBuffer(0))
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end
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end
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-- Finally create one model (pyramid shape) and a StaticModel to display it from scratch
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-- Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
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local numVertices = 18
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local vertexData = {
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-- Position Normal
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0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
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0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
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0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
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0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
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-0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
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0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
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-0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
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0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
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0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
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0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
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-0.5, -0.5, -0.5, 0.0, 0.0, 0.0
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}
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local indexData = {
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0, 1, 2,
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3, 4, 5,
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6, 7, 8,
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9, 10, 11,
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12, 13, 14,
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15, 16, 17
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}
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-- Calculate face normals now
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for i = 0, numVertices - 1, 3 do
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local v1 = Vector3(vertexData[6 * i + 1], vertexData[6 * i + 2], vertexData[6 * i + 3])
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local v2 = Vector3(vertexData[6 * i + 7], vertexData[6 * i + 8], vertexData[6 * i + 9])
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local v3 = Vector3(vertexData[6 * i + 13], vertexData[6 * i + 14], vertexData[6 * i + 15])
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local edge1 = v1 - v2
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local edge2 = v1 - v3
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local normal = edge1:CrossProduct(edge2):Normalized()
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vertexData[6 * i + 4] = normal.x
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vertexData[6 * i + 5] = normal.y
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vertexData[6 * i + 6] = normal.z
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vertexData[6 * i + 10] = normal.x
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vertexData[6 * i + 11] = normal.y
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vertexData[6 * i + 12] = normal.z
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vertexData[6 * i + 16] = normal.x
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vertexData[6 * i + 17] = normal.y
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vertexData[6 * i + 18] = normal.z
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end
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-- Create model, buffers and geometry without garbage collection, as they will be managed
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-- by the StaticModel component once assigned to it
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local fromScratchModel = Model:new()
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local vb = VertexBuffer:new()
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local ib = IndexBuffer:new()
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local geom = Geometry:new()
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-- Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
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vb.shadowed = true
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-- We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
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-- defining the vertex elements explicitly to allow any element types and order
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local elements = {
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VertexElement(TYPE_VECTOR3, SEM_POSITION),
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VertexElement(TYPE_VECTOR3, SEM_NORMAL)
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}
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vb:SetSize(numVertices, elements)
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local temp = VectorBuffer()
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for i = 1, numVertices * 6 do
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temp:WriteFloat(vertexData[i])
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end
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vb:SetData(temp)
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ib.shadowed = true
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ib:SetSize(numVertices, false)
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temp:Clear()
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for i = 1, numVertices do
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temp:WriteUShort(indexData[i])
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end
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ib:SetData(temp)
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geom:SetVertexBuffer(0, vb)
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geom:SetIndexBuffer(ib)
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geom:SetDrawRange(TRIANGLE_LIST, 0, numVertices)
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fromScratchModel.numGeometries = 1
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fromScratchModel:SetGeometry(0, 0, geom)
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fromScratchModel.boundingBox = BoundingBox(Vector3(-0.5, -0.5, -0.5), Vector3(0.5, 0.5, 0.5))
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-- Though not necessary to render, the vertex & index buffers must be listed in the model so that it can be saved properly
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local vertexBuffers = {}
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local indexBuffers = {}
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table.insert(vertexBuffers, vb)
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table.insert(indexBuffers, ib)
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-- Morph ranges could also be not defined. Here we simply define a zero range (no morphing) for the vertex buffer
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local morphRangeStarts = {}
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local morphRangeCounts = {}
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table.insert(morphRangeStarts, 0)
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table.insert(morphRangeCounts, 0)
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fromScratchModel:SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts)
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fromScratchModel:SetIndexBuffers(indexBuffers)
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local node = scene_:CreateChild("FromScratchObject")
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node.position = Vector3(0.0, 3.0, 0.0)
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local object = node:CreateComponent("StaticModel")
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object.model = fromScratchModel
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-- Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
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cameraNode = Node()
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cameraNode.position = Vector3(0.0, 2.0, -20.0)
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 300.0
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end
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function CreateInstructions()
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText:SetText("Use WASD keys and mouse/touch to move\n"..
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"Space to toggle animation")
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instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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-- The text has multiple rows. Center them in relation to each other
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instructionText.textAlignment = HA_CENTER
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-- Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER
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instructionText.verticalAlignment = VA_CENTER
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instructionText:SetPosition(0, ui.root.height / 4)
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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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end
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function MoveCamera(timeStep)
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-- Do not move if the UI has a focused element (the console)
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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local mouseMove = input.mouseMove
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yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
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-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if input:GetKeyDown(KEY_W) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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end
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function AnimateObjects(timeStep)
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animTime = animTime + timeStep * 100.0
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-- Repeat for each of the cloned vertex buffers
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for i = 1, table.getn(animatingBuffers) do
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local startPhase = animTime + i * 30.0
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local buffer = animatingBuffers[i]
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-- Need to prepare a VectorBuffer with all data (positions, normals, uvs...)
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local newData = VectorBuffer()
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local numVertices = buffer.vertexCount
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local vertexSize = buffer.vertexSize
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for j = 1, numVertices do
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-- If there are duplicate vertices, animate them in phase of the original
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local phase = startPhase + vertexDuplicates[j] * 10.0
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local src = originalVertices[j]
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local dest = Vector3(src.x * (1.0 + 0.1 * Sin(phase)),
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src.y * (1.0 + 0.1 * Sin(phase + 60.0)),
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src.z * (1.0 + 0.1 * Sin(phase + 120.0)))
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-- Write position
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newData:WriteVector3(dest)
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-- Copy other vertex elements
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originalVertexData:Seek((j - 1) * vertexSize + 12) -- Seek past the vertex position
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for k = 12, vertexSize - 4, 4 do
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newData:WriteFloat(originalVertexData:ReadFloat())
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end
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end
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buffer:SetData(newData)
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end
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData["TimeStep"]:GetFloat()
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-- Toggle animation with space
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if input:GetKeyPress(KEY_SPACE) then
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animate = not animate
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end
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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-- Animate scene if enabled
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if animate then
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AnimateObjects(timeStep)
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end
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end
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-- Create XML patch instructions for screen joystick layout specific to this sample app
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function GetScreenJoystickPatchString()
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return
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"<patch>" ..
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>" ..
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
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" <element type=\"Text\">" ..
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" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
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" <attribute name=\"Text\" value=\"SPACE\" />" ..
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" </element>" ..
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" </add>" ..
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"</patch>"
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end
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