Urho3D/bin/Data/Scripts/34_DynamicGeometry.as
2017-04-09 22:17:34 +03:00

351 lines
13 KiB
ActionScript

// 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
#include "Scripts/Utilities/Sample.as"
bool animate = true;
float animTime = 0.0;
VectorBuffer originalVertexData;
Array<VertexBuffer@> animatingBuffers;
Array<Vector3> originalVertices;
Array<uint> vertexDuplicates;
void 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();
}
void 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
Node@ zoneNode = scene_.CreateChild("Zone");
Zone@ 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
Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(-0.6, -1.0, -0.8); // The direction vector does not need to be normalized
Light@ 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
Model@ originalModel = cache.GetResource("Model", "Models/Box.mdl");
if (originalModel is null)
{
Print("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).vertexBuffers[0];
originalVertexData = buffer.GetData();
uint numVertices = buffer.vertexCount;
uint vertexSize = buffer.vertexSize;
// Copy the original vertex positions
for (uint i = 0; i < numVertices; ++i)
{
originalVertexData.Seek(i * vertexSize);
originalVertices.Push(originalVertexData.ReadVector3());
}
// Detect duplicate vertices to allow seamless animation
vertexDuplicates.Resize(originalVertices.length);
for (uint i = 0; i < originalVertices.length; ++i)
{
vertexDuplicates[i] = i; // Assume not a duplicate
for (uint j = 0; j < i; ++j)
{
if (originalVertices[i].Equals(originalVertices[j]))
{
vertexDuplicates[i] = j;
break;
}
}
}
// 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.position = Vector3(x * 2.0, 0.0, y * 2.0);
StaticModel@ object = node.CreateComponent("StaticModel");
Model@ cloneModel = originalModel.Clone();
object.model = cloneModel;
// Store the cloned vertex buffer that we will modify when animating
animatingBuffers.Push(cloneModel.GetGeometry(0, 0).vertexBuffers[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 uint numVertices = 18;
float[] 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
};
const uint16[] indexData = {
0, 1, 2,
3, 4, 5,
6, 7, 8,
9, 10, 11,
12, 13, 14,
15, 16, 17
};
// Calculate face normals now
for (uint i = 0; i < numVertices; i += 3)
{
Vector3 v1(vertexData[6 * i], vertexData[6 * i + 1], vertexData[6 * i + 2]);
Vector3 v2(vertexData[6 * i + 6], vertexData[6 * i + 7], vertexData[6 * i + 8]);
Vector3 v3(vertexData[6 * i + 12], vertexData[6 * i + 13], vertexData[6 * i + 14]);
Vector3 edge1 = v1 - v2;
Vector3 edge2 = v1 - v3;
Vector3 normal = edge1.CrossProduct(edge2).Normalized();
vertexData[6 * i + 3] = vertexData[6 * i + 9] = vertexData[6 * i + 15] = normal.x;
vertexData[6 * i + 4] = vertexData[6 * i + 10] = vertexData[6 * i + 16] = normal.y;
vertexData[6 * i + 5] = vertexData[6 * i + 11] = vertexData[6 * i + 17] = normal.z;
}
Model@ fromScratchModel = Model();
VertexBuffer@ vb = VertexBuffer();
IndexBuffer@ ib = IndexBuffer();
Geometry@ geom = Geometry();
// 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
Array<VertexElement> elements;
elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));
vb.SetSize(numVertices, elements);
VectorBuffer temp;
for (uint i = 0; i < numVertices * 6; ++i)
temp.WriteFloat(vertexData[i]);
vb.SetData(temp);
ib.shadowed = true;
ib.SetSize(numVertices, false);
temp.Clear();
for (uint i = 0; i < numVertices; ++i)
temp.WriteUShort(indexData[i]);
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
Array<VertexBuffer@> vertexBuffers;
Array<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
Array<uint> morphRangeStarts;
Array<uint> morphRangeCounts;
morphRangeStarts.Push(0);
morphRangeCounts.Push(0);
fromScratchModel.SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts);
fromScratchModel.SetIndexBuffers(indexBuffers);
Node@ node = scene_.CreateChild("FromScratchObject");
node.position = Vector3(0.0, 3.0, 0.0);
StaticModel@ object = node.CreateComponent("StaticModel");
object.model = fromScratchModel;
}
// Create the camera
cameraNode = Node("Camera");
cameraNode.position = Vector3(0.0, 2.0, -20.0);
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text =
"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);
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate");
}
void MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// 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.mouseMove;
yaw += MOUSE_SENSITIVITY * mouseMove.x;
pitch += MOUSE_SENSITIVITY * mouseMove.y;
pitch = Clamp(pitch, -90.0, 90.0f);
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown[KEY_W])
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void AnimateObjects(float timeStep)
{
animTime += timeStep * 100.0;
// Repeat for each of the cloned vertex buffers
for (uint i = 0; i < animatingBuffers.length; ++i)
{
float startPhase = animTime + i * 30.0;
VertexBuffer@ buffer = animatingBuffers[i];
// Need to prepare a VectorBuffer with all data (positions, normals, uvs...)
VectorBuffer newData;
uint numVertices = buffer.vertexCount;
uint vertexSize = buffer.vertexSize;
for (uint 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;
dest.x = src.x * (1.0 + 0.1 * Sin(phase));
dest.y = src.y * (1.0 + 0.1 * Sin(phase + 60.0));
dest.z = src.z * (1.0 + 0.1 * Sin(phase + 120.0));
// Write position
newData.WriteVector3(dest);
// Copy other vertex elements
originalVertexData.Seek(j * vertexSize + 12); // Seek past the vertex position
for (uint k = 12; k < vertexSize; k += 4)
newData.WriteFloat(originalVertexData.ReadFloat());
}
buffer.SetData(newData);
}
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Toggle animation with space
if (input.keyPress[KEY_SPACE])
animate = !animate;
// Move the camera, scale movement with time step
MoveCamera(timeStep);
// Animate objects' vertex data if enabled
if (animate)
AnimateObjects(timeStep);
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<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>";