Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //
- // Copyright (c) 2008-2015 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.
- //
- #include <Urho3D/Urho3D.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/Graphics/Geometry.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/IndexBuffer.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/IO/Log.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Core/Profiler.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/Graphics/VertexBuffer.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/Graphics/Zone.h>
- #include "DynamicGeometry.h"
- #include <Urho3D/DebugNew.h>
- DEFINE_APPLICATION_MAIN(DynamicGeometry)
- DynamicGeometry::DynamicGeometry(Context* context) :
- Sample(context),
- animate_(true),
- time_(0.0f)
- {
- }
- void DynamicGeometry::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void DynamicGeometry::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // 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->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
- zone->SetFogStart(200.0f);
- zone->SetFogEnd(300.0f);
- // Create a directional light
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetColor(Color(0.4f, 1.0f, 0.4f));
- light->SetSpecularIntensity(1.5f);
- // 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)
- {
- LOGERROR("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)->GetVertexBuffer(0);
- const unsigned char* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
- if (vertexData)
- {
- unsigned numVertices = buffer->GetVertexCount();
- unsigned vertexSize = buffer->GetVertexSize();
- // Copy the original vertex positions
- for (unsigned i = 0; i < numVertices; ++i)
- {
- const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
- originalVertices_.Push(src);
- }
- buffer->Unlock();
- // Detect duplicate vertices to allow seamless animation
- vertexDuplicates_.Resize(originalVertices_.Size());
- for (unsigned i = 0; i < originalVertices_.Size(); ++i)
- {
- vertexDuplicates_[i] = i; // Assume not a duplicate
- for (unsigned j = 0; j < i; ++j)
- {
- if (originalVertices_[i].Equals(originalVertices_[j]))
- {
- vertexDuplicates_[i] = j;
- break;
- }
- }
- }
- }
- else
- {
- LOGERROR("Failed to lock the model vertex buffer to get original vertices");
- return;
- }
- // 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->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
- StaticModel* object = node->CreateComponent<StaticModel>();
- SharedPtr<Model> cloneModel = originalModel->Clone();
- object->SetModel(cloneModel);
- // Store the cloned vertex buffer that we will modify when animating
- animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(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 unsigned numVertices = 18;
- float vertexData[] = {
- // Position
- 0.0f, 0.5f, 0.0f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.0f, 0.5f, 0.0f,
- -0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.0f, 0.5f, 0.0f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
- 0.0f, 0.5f, 0.0f,
- 0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, 0.5f,
- -0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, -0.5f, -0.5f,
- };
- float normalData[] = {
- // Normal
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f
- };
- const unsigned short indexData[] = {
- 0, 1, 2,
- 3, 4, 5,
- 6, 7, 8,
- 9, 10, 11,
- 12, 13, 14,
- 15, 16, 17
- };
- // Calculate face normals now
- for (unsigned i = 0; i < numVertices; i += 3)
- {
- Vector3& v1 = *(reinterpret_cast<Vector3*>(&vertexData[3 * i]));
- Vector3& v2 = *(reinterpret_cast<Vector3*>(&vertexData[3 * (i + 1)]));
- Vector3& v3 = *(reinterpret_cast<Vector3*>(&vertexData[3 * (i + 2)]));
- Vector3& n1 = *(reinterpret_cast<Vector3*>(&normalData[3 * i]));
- Vector3& n2 = *(reinterpret_cast<Vector3*>(&normalData[3 * (i + 1)]));
- Vector3& n3 = *(reinterpret_cast<Vector3*>(&normalData[3 * (i + 2)]));
- Vector3 edge1 = v1 - v2;
- Vector3 edge2 = v1 - v3;
- n1 = n2 = n3 = edge1.CrossProduct(edge2).Normalized();
- }
- SharedPtr<Model> fromScratchModel(new Model(context_));
- SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
- SharedPtr<VertexBuffer> nb(new VertexBuffer(context_));
- SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
- SharedPtr<Geometry> geom(new Geometry(context_));
- // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
- vb->SetShadowed(true);
- vb->SetSize(numVertices, MASK_POSITION);
- vb->SetData(vertexData);
- nb->SetShadowed(true);
- nb->SetSize(numVertices, MASK_NORMAL);
- nb->SetData(normalData);
- ib->SetShadowed(true);
- ib->SetSize(numVertices, false);
- ib->SetData(indexData);
- geom->SetVertexBuffer(0, vb);
- geom->SetVertexBuffer(1, nb);
- geom->SetIndexBuffer(ib);
- geom->SetDrawRange(TRIANGLE_LIST, 0, numVertices);
- fromScratchModel->SetNumGeometries(1);
- fromScratchModel->SetGeometry(0, 0, geom);
- fromScratchModel->SetBoundingBox(BoundingBox(Vector3(-0.5f, -0.5f, -0.5f), Vector3(0.5f, 0.5f, 0.5f)));
- Node* node = scene_->CreateChild("FromScratchObject");
- node->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
- StaticModel* object = node->CreateComponent<StaticModel>();
- object->SetModel(fromScratchModel);
- }
- // Create the camera
- cameraNode_ = new Node(context_);
- cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -20.0f));
- Camera* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(300.0f);
- }
- void DynamicGeometry::CreateInstructions()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UI* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- Text* instructionText = ui->GetRoot()->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->SetTextAlignment(HA_CENTER);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void DynamicGeometry::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void DynamicGeometry::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, HANDLER(DynamicGeometry, HandleUpdate));
- }
- void DynamicGeometry::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- Input* input = GetSubsystem<Input>();
- // 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->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input->GetKeyDown('W'))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('S'))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('A'))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('D'))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void DynamicGeometry::AnimateObjects(float timeStep)
- {
- PROFILE(AnimateObjects);
- time_ += timeStep * 100.0f;
- // Repeat for each of the cloned vertex buffers
- for (unsigned i = 0; i < animatingBuffers_.Size(); ++i)
- {
- float startPhase = time_ + i * 30.0f;
- VertexBuffer* buffer = animatingBuffers_[i];
- // Lock the vertex buffer for update and rewrite positions with sine wave modulated ones
- // Cannot use discard lock as there is other data (normals, UVs) that we are not overwriting
- unsigned char* vertexData = (unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
- if (vertexData)
- {
- unsigned vertexSize = buffer->GetVertexSize();
- unsigned numVertices = buffer->GetVertexCount();
- for (unsigned 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 = *reinterpret_cast<Vector3*>(vertexData + j * vertexSize);
- dest.x_ = src.x_ * (1.0f + 0.1f * Sin(phase));
- dest.y_ = src.y_ * (1.0f + 0.1f * Sin(phase + 60.0f));
- dest.z_ = src.z_ * (1.0f + 0.1f * Sin(phase + 120.0f));
- }
- buffer->Unlock();
- }
- }
- }
- void DynamicGeometry::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Toggle animation with space
- Input* input = GetSubsystem<Input>();
- if (input->GetKeyPress(KEY_SPACE))
- animate_ = !animate_;
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- // Animate objects' vertex data if enabled
- if (animate_)
- AnimateObjects(timeStep);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement