395 lines
15 KiB
C++
395 lines
15 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Core/Profiler.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Geometry.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/IndexBuffer.h>
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#include <Urho3D/Graphics/Light.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Graphics/VertexBuffer.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/IO/Log.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "DynamicGeometry.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(DynamicGeometry)
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DynamicGeometry::DynamicGeometry(Context* context) :
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Sample(context),
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animate_(true),
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time_(0.0f)
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{
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}
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void DynamicGeometry::Start()
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{
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// Execute base class startup
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Sample::Start();
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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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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void DynamicGeometry::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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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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Node* zoneNode = scene_->CreateChild("Zone");
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auto* zone = zoneNode->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
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zone->SetFogStart(200.0f);
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zone->SetFogEnd(300.0f);
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// Create a directional light
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetColor(Color(0.4f, 1.0f, 0.4f));
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light->SetSpecularIntensity(1.5f);
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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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auto* originalModel = cache->GetResource<Model>("Models/Box.mdl");
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if (!originalModel)
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{
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URHO3D_LOGERROR("Model not found, cannot initialize example scene");
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return;
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}
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// Get the vertex buffer from the first geometry's first LOD level
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VertexBuffer* buffer = originalModel->GetGeometry(0, 0)->GetVertexBuffer(0);
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const auto* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
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if (vertexData)
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{
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unsigned numVertices = buffer->GetVertexCount();
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unsigned vertexSize = buffer->GetVertexSize();
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// Copy the original vertex positions
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for (unsigned i = 0; i < numVertices; ++i)
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{
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const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
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originalVertices_.Push(src);
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}
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buffer->Unlock();
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// Detect duplicate vertices to allow seamless animation
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vertexDuplicates_.Resize(originalVertices_.Size());
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for (unsigned i = 0; i < originalVertices_.Size(); ++i)
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{
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vertexDuplicates_[i] = i; // Assume not a duplicate
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for (unsigned j = 0; j < i; ++j)
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{
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if (originalVertices_[i].Equals(originalVertices_[j]))
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{
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vertexDuplicates_[i] = j;
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break;
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}
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}
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}
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}
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else
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{
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URHO3D_LOGERROR("Failed to lock the model vertex buffer to get original vertices");
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return;
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}
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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 (int y = -1; y <= 1; ++y)
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{
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for (int x = -1; x <= 1; ++x)
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{
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Node* node = scene_->CreateChild("Object");
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node->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
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auto* object = node->CreateComponent<StaticModel>();
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SharedPtr<Model> cloneModel = originalModel->Clone();
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object->SetModel(cloneModel);
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// Store the cloned vertex buffer that we will modify when animating
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animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(0)));
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}
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}
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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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{
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const unsigned numVertices = 18;
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float vertexData[] = {
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// Position Normal
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f
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};
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const unsigned short 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 (unsigned i = 0; i < numVertices; i += 3)
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{
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Vector3& v1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i]));
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Vector3& v2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1)]));
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Vector3& v3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2)]));
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Vector3& n1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i + 3]));
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Vector3& n2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1) + 3]));
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Vector3& n3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2) + 3]));
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Vector3 edge1 = v1 - v2;
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Vector3 edge2 = v1 - v3;
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n1 = n2 = n3 = edge1.CrossProduct(edge2).Normalized();
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}
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SharedPtr<Model> fromScratchModel(new Model(context_));
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SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
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SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
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SharedPtr<Geometry> geom(new Geometry(context_));
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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->SetShadowed(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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PODVector<VertexElement> elements;
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elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
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elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));
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vb->SetSize(numVertices, elements);
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vb->SetData(vertexData);
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ib->SetShadowed(true);
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ib->SetSize(numVertices, false);
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ib->SetData(indexData);
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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->SetNumGeometries(1);
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fromScratchModel->SetGeometry(0, 0, geom);
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fromScratchModel->SetBoundingBox(BoundingBox(Vector3(-0.5f, -0.5f, -0.5f), Vector3(0.5f, 0.5f, 0.5f)));
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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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Vector<SharedPtr<VertexBuffer> > vertexBuffers;
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Vector<SharedPtr<IndexBuffer> > indexBuffers;
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vertexBuffers.Push(vb);
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indexBuffers.Push(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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PODVector<unsigned> morphRangeStarts;
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PODVector<unsigned> morphRangeCounts;
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morphRangeStarts.Push(0);
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morphRangeCounts.Push(0);
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fromScratchModel->SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts);
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fromScratchModel->SetIndexBuffers(indexBuffers);
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Node* node = scene_->CreateChild("FromScratchObject");
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node->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
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auto* object = node->CreateComponent<StaticModel>();
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object->SetModel(fromScratchModel);
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}
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// Create the camera
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cameraNode_ = new Node(context_);
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cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -20.0f));
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(300.0f);
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}
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void DynamicGeometry::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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auto* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText(
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"Use WASD keys and mouse/touch to move\n"
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"Space to toggle animation"
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);
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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->SetTextAlignment(HA_CENTER);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void DynamicGeometry::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void DynamicGeometry::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(DynamicGeometry, HandleUpdate));
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}
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void DynamicGeometry::MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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auto* input = GetSubsystem<Input>();
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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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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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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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))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void DynamicGeometry::AnimateObjects(float timeStep)
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{
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URHO3D_PROFILE(AnimateObjects);
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time_ += timeStep * 100.0f;
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// Repeat for each of the cloned vertex buffers
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for (unsigned i = 0; i < animatingBuffers_.Size(); ++i)
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{
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float startPhase = time_ + i * 30.0f;
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VertexBuffer* buffer = animatingBuffers_[i];
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// Lock the vertex buffer for update and rewrite positions with sine wave modulated ones
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// Cannot use discard lock as there is other data (normals, UVs) that we are not overwriting
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auto* vertexData = (unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
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if (vertexData)
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{
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unsigned vertexSize = buffer->GetVertexSize();
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unsigned numVertices = buffer->GetVertexCount();
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for (unsigned j = 0; j < numVertices; ++j)
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{
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// If there are duplicate vertices, animate them in phase of the original
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float phase = startPhase + vertexDuplicates_[j] * 10.0f;
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Vector3& src = originalVertices_[j];
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Vector3& dest = *reinterpret_cast<Vector3*>(vertexData + j * vertexSize);
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dest.x_ = src.x_ * (1.0f + 0.1f * Sin(phase));
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dest.y_ = src.y_ * (1.0f + 0.1f * Sin(phase + 60.0f));
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dest.z_ = src.z_ * (1.0f + 0.1f * Sin(phase + 120.0f));
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}
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buffer->Unlock();
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}
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}
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}
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void DynamicGeometry::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Toggle animation with space
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auto* input = GetSubsystem<Input>();
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if (input->GetKeyPress(KEY_SPACE))
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animate_ = !animate_;
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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// Animate objects' vertex data if enabled
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if (animate_)
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AnimateObjects(timeStep);
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}
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