DynamicGeometry.cpp 14 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Core/CoreEvents.h>
  23. #include <Urho3D/Core/Profiler.h>
  24. #include <Urho3D/Engine/Engine.h>
  25. #include <Urho3D/Graphics/Camera.h>
  26. #include <Urho3D/Graphics/Geometry.h>
  27. #include <Urho3D/Graphics/Graphics.h>
  28. #include <Urho3D/Graphics/IndexBuffer.h>
  29. #include <Urho3D/Graphics/Light.h>
  30. #include <Urho3D/Graphics/Model.h>
  31. #include <Urho3D/Graphics/Octree.h>
  32. #include <Urho3D/Graphics/Renderer.h>
  33. #include <Urho3D/Graphics/StaticModel.h>
  34. #include <Urho3D/Graphics/VertexBuffer.h>
  35. #include <Urho3D/Graphics/Zone.h>
  36. #include <Urho3D/Input/Input.h>
  37. #include <Urho3D/IO/Log.h>
  38. #include <Urho3D/Resource/ResourceCache.h>
  39. #include <Urho3D/Scene/Scene.h>
  40. #include <Urho3D/UI/Font.h>
  41. #include <Urho3D/UI/Text.h>
  42. #include <Urho3D/UI/UI.h>
  43. #include "DynamicGeometry.h"
  44. #include <Urho3D/DebugNew.h>
  45. URHO3D_DEFINE_APPLICATION_MAIN(DynamicGeometry)
  46. DynamicGeometry::DynamicGeometry(Context* context) :
  47. Sample(context),
  48. animate_(true),
  49. time_(0.0f)
  50. {
  51. }
  52. void DynamicGeometry::Start()
  53. {
  54. // Execute base class startup
  55. Sample::Start();
  56. // Create the scene content
  57. CreateScene();
  58. // Create the UI content
  59. CreateInstructions();
  60. // Setup the viewport for displaying the scene
  61. SetupViewport();
  62. // Hook up to the frame update events
  63. SubscribeToEvents();
  64. // Set the mouse mode to use in the sample
  65. Sample::InitMouseMode(MM_RELATIVE);
  66. }
  67. void DynamicGeometry::CreateScene()
  68. {
  69. ResourceCache* cache = GetSubsystem<ResourceCache>();
  70. scene_ = new Scene(context_);
  71. // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
  72. // (-1000, -1000, -1000) to (1000, 1000, 1000)
  73. scene_->CreateComponent<Octree>();
  74. // Create a Zone for ambient light & fog control
  75. Node* zoneNode = scene_->CreateChild("Zone");
  76. Zone* zone = zoneNode->CreateComponent<Zone>();
  77. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  78. zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
  79. zone->SetFogStart(200.0f);
  80. zone->SetFogEnd(300.0f);
  81. // Create a directional light
  82. Node* lightNode = scene_->CreateChild("DirectionalLight");
  83. lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
  84. Light* light = lightNode->CreateComponent<Light>();
  85. light->SetLightType(LIGHT_DIRECTIONAL);
  86. light->SetColor(Color(0.4f, 1.0f, 0.4f));
  87. light->SetSpecularIntensity(1.5f);
  88. // Get the original model and its unmodified vertices, which are used as source data for the animation
  89. Model* originalModel = cache->GetResource<Model>("Models/Box.mdl");
  90. if (!originalModel)
  91. {
  92. URHO3D_LOGERROR("Model not found, cannot initialize example scene");
  93. return;
  94. }
  95. // Get the vertex buffer from the first geometry's first LOD level
  96. VertexBuffer* buffer = originalModel->GetGeometry(0, 0)->GetVertexBuffer(0);
  97. const unsigned char* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
  98. if (vertexData)
  99. {
  100. unsigned numVertices = buffer->GetVertexCount();
  101. unsigned vertexSize = buffer->GetVertexSize();
  102. // Copy the original vertex positions
  103. for (unsigned i = 0; i < numVertices; ++i)
  104. {
  105. const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
  106. originalVertices_.Push(src);
  107. }
  108. buffer->Unlock();
  109. // Detect duplicate vertices to allow seamless animation
  110. vertexDuplicates_.Resize(originalVertices_.Size());
  111. for (unsigned i = 0; i < originalVertices_.Size(); ++i)
  112. {
  113. vertexDuplicates_[i] = i; // Assume not a duplicate
  114. for (unsigned j = 0; j < i; ++j)
  115. {
  116. if (originalVertices_[i].Equals(originalVertices_[j]))
  117. {
  118. vertexDuplicates_[i] = j;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. else
  125. {
  126. URHO3D_LOGERROR("Failed to lock the model vertex buffer to get original vertices");
  127. return;
  128. }
  129. // Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
  130. for (int y = -1; y <= 1; ++y)
  131. {
  132. for (int x = -1; x <= 1; ++x)
  133. {
  134. Node* node = scene_->CreateChild("Object");
  135. node->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
  136. StaticModel* object = node->CreateComponent<StaticModel>();
  137. SharedPtr<Model> cloneModel = originalModel->Clone();
  138. object->SetModel(cloneModel);
  139. // Store the cloned vertex buffer that we will modify when animating
  140. animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(0)));
  141. }
  142. }
  143. // Finally create one model (pyramid shape) and a StaticModel to display it from scratch
  144. // Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
  145. {
  146. const unsigned numVertices = 18;
  147. float vertexData[] = {
  148. // Position Normal
  149. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  150. 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  151. 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  152. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  153. -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  154. 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  155. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  156. -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  157. -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  158. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  159. 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  160. -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  161. 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  162. 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  163. -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  164. 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  165. -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  166. -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f
  167. };
  168. const unsigned short indexData[] = {
  169. 0, 1, 2,
  170. 3, 4, 5,
  171. 6, 7, 8,
  172. 9, 10, 11,
  173. 12, 13, 14,
  174. 15, 16, 17
  175. };
  176. // Calculate face normals now
  177. for (unsigned i = 0; i < numVertices; i += 3)
  178. {
  179. Vector3& v1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i]));
  180. Vector3& v2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1)]));
  181. Vector3& v3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2)]));
  182. Vector3& n1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i + 3]));
  183. Vector3& n2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1) + 3]));
  184. Vector3& n3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2) + 3]));
  185. Vector3 edge1 = v1 - v2;
  186. Vector3 edge2 = v1 - v3;
  187. n1 = n2 = n3 = edge1.CrossProduct(edge2).Normalized();
  188. }
  189. SharedPtr<Model> fromScratchModel(new Model(context_));
  190. SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
  191. SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
  192. SharedPtr<Geometry> geom(new Geometry(context_));
  193. // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
  194. vb->SetShadowed(true);
  195. // We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
  196. // defining the vertex elements explicitly to allow any element types and order
  197. PODVector<VertexElement> elements;
  198. elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
  199. elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));
  200. vb->SetSize(numVertices, elements);
  201. vb->SetData(vertexData);
  202. ib->SetShadowed(true);
  203. ib->SetSize(numVertices, false);
  204. ib->SetData(indexData);
  205. geom->SetVertexBuffer(0, vb);
  206. geom->SetIndexBuffer(ib);
  207. geom->SetDrawRange(TRIANGLE_LIST, 0, numVertices);
  208. fromScratchModel->SetNumGeometries(1);
  209. fromScratchModel->SetGeometry(0, 0, geom);
  210. fromScratchModel->SetBoundingBox(BoundingBox(Vector3(-0.5f, -0.5f, -0.5f), Vector3(0.5f, 0.5f, 0.5f)));
  211. Node* node = scene_->CreateChild("FromScratchObject");
  212. node->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
  213. StaticModel* object = node->CreateComponent<StaticModel>();
  214. object->SetModel(fromScratchModel);
  215. }
  216. // Create the camera
  217. cameraNode_ = new Node(context_);
  218. cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -20.0f));
  219. Camera* camera = cameraNode_->CreateComponent<Camera>();
  220. camera->SetFarClip(300.0f);
  221. }
  222. void DynamicGeometry::CreateInstructions()
  223. {
  224. ResourceCache* cache = GetSubsystem<ResourceCache>();
  225. UI* ui = GetSubsystem<UI>();
  226. // Construct new Text object, set string to display and font to use
  227. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  228. instructionText->SetText(
  229. "Use WASD keys and mouse/touch to move\n"
  230. "Space to toggle animation"
  231. );
  232. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  233. // The text has multiple rows. Center them in relation to each other
  234. instructionText->SetTextAlignment(HA_CENTER);
  235. // Position the text relative to the screen center
  236. instructionText->SetHorizontalAlignment(HA_CENTER);
  237. instructionText->SetVerticalAlignment(VA_CENTER);
  238. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  239. }
  240. void DynamicGeometry::SetupViewport()
  241. {
  242. Renderer* renderer = GetSubsystem<Renderer>();
  243. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  244. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  245. renderer->SetViewport(0, viewport);
  246. }
  247. void DynamicGeometry::SubscribeToEvents()
  248. {
  249. // Subscribe HandleUpdate() function for processing update events
  250. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(DynamicGeometry, HandleUpdate));
  251. }
  252. void DynamicGeometry::MoveCamera(float timeStep)
  253. {
  254. // Do not move if the UI has a focused element (the console)
  255. if (GetSubsystem<UI>()->GetFocusElement())
  256. return;
  257. Input* input = GetSubsystem<Input>();
  258. // Movement speed as world units per second
  259. const float MOVE_SPEED = 20.0f;
  260. // Mouse sensitivity as degrees per pixel
  261. const float MOUSE_SENSITIVITY = 0.1f;
  262. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  263. IntVector2 mouseMove = input->GetMouseMove();
  264. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  265. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  266. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  267. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  268. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  269. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  270. if (input->GetKeyDown('W'))
  271. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  272. if (input->GetKeyDown('S'))
  273. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  274. if (input->GetKeyDown('A'))
  275. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  276. if (input->GetKeyDown('D'))
  277. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  278. }
  279. void DynamicGeometry::AnimateObjects(float timeStep)
  280. {
  281. URHO3D_PROFILE(AnimateObjects);
  282. time_ += timeStep * 100.0f;
  283. // Repeat for each of the cloned vertex buffers
  284. for (unsigned i = 0; i < animatingBuffers_.Size(); ++i)
  285. {
  286. float startPhase = time_ + i * 30.0f;
  287. VertexBuffer* buffer = animatingBuffers_[i];
  288. // Lock the vertex buffer for update and rewrite positions with sine wave modulated ones
  289. // Cannot use discard lock as there is other data (normals, UVs) that we are not overwriting
  290. unsigned char* vertexData = (unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
  291. if (vertexData)
  292. {
  293. unsigned vertexSize = buffer->GetVertexSize();
  294. unsigned numVertices = buffer->GetVertexCount();
  295. for (unsigned j = 0; j < numVertices; ++j)
  296. {
  297. // If there are duplicate vertices, animate them in phase of the original
  298. float phase = startPhase + vertexDuplicates_[j] * 10.0f;
  299. Vector3& src = originalVertices_[j];
  300. Vector3& dest = *reinterpret_cast<Vector3*>(vertexData + j * vertexSize);
  301. dest.x_ = src.x_ * (1.0f + 0.1f * Sin(phase));
  302. dest.y_ = src.y_ * (1.0f + 0.1f * Sin(phase + 60.0f));
  303. dest.z_ = src.z_ * (1.0f + 0.1f * Sin(phase + 120.0f));
  304. }
  305. buffer->Unlock();
  306. }
  307. }
  308. }
  309. void DynamicGeometry::HandleUpdate(StringHash eventType, VariantMap& eventData)
  310. {
  311. using namespace Update;
  312. // Take the frame time step, which is stored as a float
  313. float timeStep = eventData[P_TIMESTEP].GetFloat();
  314. // Toggle animation with space
  315. Input* input = GetSubsystem<Input>();
  316. if (input->GetKeyPress(KEY_SPACE))
  317. animate_ = !animate_;
  318. // Move the camera, scale movement with time step
  319. MoveCamera(timeStep);
  320. // Animate objects' vertex data if enabled
  321. if (animate_)
  322. AnimateObjects(timeStep);
  323. }