DynamicGeometry.h 3.6 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. /// - Creating a Model resource and its buffer data from scratch
  34. class DynamicGeometry : public Sample
  35. {
  36. OBJECT(DynamicGeometry);
  37. public:
  38. /// Construct.
  39. DynamicGeometry(Context* context);
  40. /// Setup after engine initialization and before running the main loop.
  41. virtual void Start();
  42. protected:
  43. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  44. virtual String GetScreenJoystickPatchString() const { return
  45. "<patch>"
  46. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
  47. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>"
  48. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
  49. " <element type=\"Text\">"
  50. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  51. " <attribute name=\"Text\" value=\"SPACE\" />"
  52. " </element>"
  53. " </add>"
  54. "</patch>";
  55. }
  56. private:
  57. /// Construct the scene content.
  58. void CreateScene();
  59. /// Construct an instruction text to the UI.
  60. void CreateInstructions();
  61. /// Set up a viewport for displaying the scene.
  62. void SetupViewport();
  63. /// Subscribe to application-wide logic update events.
  64. void SubscribeToEvents();
  65. /// Read input and move the camera.
  66. void MoveCamera(float timeStep);
  67. /// Animate the vertex data of the objects.
  68. void AnimateObjects(float timeStep);
  69. /// Handle the logic update event.
  70. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  71. /// Cloned models' vertex buffers that we will animate.
  72. Vector<SharedPtr<VertexBuffer> > animatingBuffers_;
  73. /// Original vertex positions for the sphere model.
  74. PODVector<Vector3> originalVertices_;
  75. /// If the vertices are duplicates, indices to the original vertices (to allow seamless animation.)
  76. PODVector<unsigned> vertexDuplicates_;
  77. /// Animation flag.
  78. bool animate_;
  79. /// Animation's elapsed time.
  80. float time_;
  81. };