DynamicGeometry.h 3.5 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
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  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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  22. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Node;
  27. class Scene;
  28. }
  29. /// Dynamic geometry example.
  30. /// This sample demonstrates:
  31. /// - Cloning a Model resource
  32. /// - Modifying the vertex buffer data of the cloned models at runtime to efficiently animate them
  33. class DynamicGeometry : public Sample
  34. {
  35. OBJECT(DynamicGeometry);
  36. public:
  37. /// Construct.
  38. DynamicGeometry(Context* context);
  39. /// Setup after engine initialization and before running the main loop.
  40. virtual void Start();
  41. protected:
  42. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  43. virtual String GetScreenJoystickPatchString() const { return
  44. "<patch>"
  45. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
  46. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>"
  47. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
  48. " <element type=\"Text\">"
  49. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  50. " <attribute name=\"Text\" value=\"SPACE\" />"
  51. " </element>"
  52. " </add>"
  53. "</patch>";
  54. }
  55. private:
  56. /// Construct the scene content.
  57. void CreateScene();
  58. /// Construct an instruction text to the UI.
  59. void CreateInstructions();
  60. /// Set up a viewport for displaying the scene.
  61. void SetupViewport();
  62. /// Subscribe to application-wide logic update events.
  63. void SubscribeToEvents();
  64. /// Read input and move the camera.
  65. void MoveCamera(float timeStep);
  66. /// Animate the vertex data of the objects.
  67. void AnimateObjects(float timeStep);
  68. /// Handle the logic update event.
  69. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  70. /// Cloned models' vertex buffers that we will animate.
  71. Vector<SharedPtr<VertexBuffer> > animatingBuffers_;
  72. /// Original vertex positions for the sphere model.
  73. PODVector<Vector3> originalVertices_;
  74. /// If the vertices are duplicates, indices to the original vertices (to allow seamless animation.)
  75. PODVector<unsigned> vertexDuplicates_;
  76. /// Animation flag.
  77. bool animate_;
  78. /// Animation's elapsed time.
  79. float time_;
  80. };