// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "Sample.h" namespace Urho3D { class Node; class Scene; } /// 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 class DynamicGeometry : public Sample { URHO3D_OBJECT(DynamicGeometry, Sample); public: /// Construct. explicit DynamicGeometry(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. String GetScreenJoystickPatchString() const override { return "" " " " Animation" " " " " " " " " " " " " ""; } private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up a viewport for displaying the scene. void SetupViewport(); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Read input and move the camera. void MoveCamera(float timeStep); /// Animate the vertex data of the objects. void AnimateObjects(float timeStep); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Cloned models' vertex buffers that we will animate. Vector> animatingBuffers_; /// Original vertex positions for the sphere model. Vector originalVertices_; /// If the vertices are duplicates, indices to the original vertices (to allow seamless animation.) Vector vertexDuplicates_; /// Animation flag. bool animate_; /// Animation's elapsed time. float time_; };