Urho3D/bin/Data/LuaScripts/34_DynamicGeometry.lua
2018-02-04 22:58:19 +08:00

354 lines
13 KiB
Lua

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