DynamicGeometry.cpp 14 KB

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  1. //
  2. // Copyright (c) 2008-2014 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/Urho3D.h>
  23. #include <Urho3D/Graphics/Camera.h>
  24. #include <Urho3D/Core/CoreEvents.h>
  25. #include <Urho3D/Engine/Engine.h>
  26. #include <Urho3D/UI/Font.h>
  27. #include <Urho3D/Graphics/Geometry.h>
  28. #include <Urho3D/Graphics/Graphics.h>
  29. #include <Urho3D/Graphics/IndexBuffer.h>
  30. #include <Urho3D/Input/Input.h>
  31. #include <Urho3D/Graphics/Light.h>
  32. #include <Urho3D/IO/Log.h>
  33. #include <Urho3D/Graphics/Model.h>
  34. #include <Urho3D/Graphics/Octree.h>
  35. #include <Urho3D/Core/Profiler.h>
  36. #include <Urho3D/Graphics/Renderer.h>
  37. #include <Urho3D/Resource/ResourceCache.h>
  38. #include <Urho3D/Scene/Scene.h>
  39. #include <Urho3D/Graphics/StaticModel.h>
  40. #include <Urho3D/UI/Text.h>
  41. #include <Urho3D/Graphics/VertexBuffer.h>
  42. #include <Urho3D/UI/UI.h>
  43. #include <Urho3D/Graphics/Zone.h>
  44. #include "DynamicGeometry.h"
  45. #include <Urho3D/DebugNew.h>
  46. DEFINE_APPLICATION_MAIN(DynamicGeometry)
  47. DynamicGeometry::DynamicGeometry(Context* context) :
  48. Sample(context),
  49. animate_(true),
  50. time_(0.0f)
  51. {
  52. }
  53. void DynamicGeometry::Start()
  54. {
  55. // Execute base class startup
  56. Sample::Start();
  57. // Create the scene content
  58. CreateScene();
  59. // Create the UI content
  60. CreateInstructions();
  61. // Setup the viewport for displaying the scene
  62. SetupViewport();
  63. // Hook up to the frame update events
  64. SubscribeToEvents();
  65. }
  66. void DynamicGeometry::CreateScene()
  67. {
  68. ResourceCache* cache = GetSubsystem<ResourceCache>();
  69. scene_ = new Scene(context_);
  70. // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
  71. // (-1000, -1000, -1000) to (1000, 1000, 1000)
  72. scene_->CreateComponent<Octree>();
  73. // Create a Zone for ambient light & fog control
  74. Node* zoneNode = scene_->CreateChild("Zone");
  75. Zone* zone = zoneNode->CreateComponent<Zone>();
  76. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  77. zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
  78. zone->SetFogStart(200.0f);
  79. zone->SetFogEnd(300.0f);
  80. // Create a directional light
  81. Node* lightNode = scene_->CreateChild("DirectionalLight");
  82. lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
  83. Light* light = lightNode->CreateComponent<Light>();
  84. light->SetLightType(LIGHT_DIRECTIONAL);
  85. light->SetColor(Color(0.4f, 1.0f, 0.4f));
  86. light->SetSpecularIntensity(1.5f);
  87. // Get the original model and its unmodified vertices, which are used as source data for the animation
  88. Model* originalModel = cache->GetResource<Model>("Models/Box.mdl");
  89. if (!originalModel)
  90. {
  91. LOGERROR("Model not found, cannot initialize example scene");
  92. return;
  93. }
  94. // Get the vertex buffer from the first geometry's first LOD level
  95. VertexBuffer* buffer = originalModel->GetGeometry(0, 0)->GetVertexBuffer(0);
  96. const unsigned char* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
  97. if (vertexData)
  98. {
  99. unsigned numVertices = buffer->GetVertexCount();
  100. unsigned vertexSize = buffer->GetVertexSize();
  101. // Copy the original vertex positions
  102. for (unsigned i = 0; i < numVertices; ++i)
  103. {
  104. const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
  105. originalVertices_.Push(src);
  106. }
  107. buffer->Unlock();
  108. // Detect duplicate vertices to allow seamless animation
  109. vertexDuplicates_.Resize(originalVertices_.Size());
  110. for (unsigned i = 0; i < originalVertices_.Size(); ++i)
  111. {
  112. vertexDuplicates_[i] = i; // Assume not a duplicate
  113. for (unsigned j = 0; j < i; ++j)
  114. {
  115. if (originalVertices_[i].Equals(originalVertices_[j]))
  116. {
  117. vertexDuplicates_[i] = j;
  118. break;
  119. }
  120. }
  121. }
  122. }
  123. else
  124. {
  125. LOGERROR("Failed to lock the model vertex buffer to get original vertices");
  126. return;
  127. }
  128. // Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
  129. for (int y = -1; y <= 1; ++y)
  130. {
  131. for (int x = -1; x <= 1; ++x)
  132. {
  133. Node* node = scene_->CreateChild("Object");
  134. node->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
  135. StaticModel* object = node->CreateComponent<StaticModel>();
  136. SharedPtr<Model> cloneModel = originalModel->Clone();
  137. object->SetModel(cloneModel);
  138. // Store the cloned vertex buffer that we will modify when animating
  139. animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(0)));
  140. }
  141. }
  142. // Finally create one model (pyramid shape) and a StaticModel to display it from scratch
  143. // Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
  144. {
  145. const unsigned numVertices = 18;
  146. float vertexData[] = {
  147. // Position Normal
  148. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  149. 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  150. 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  151. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  152. -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  153. 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  154. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  155. -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
  156. -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
  157. 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
  158. 0.5f, -0.5f, -0.5f, 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. };
  167. const unsigned short indexData[] = {
  168. 0, 1, 2,
  169. 3, 4, 5,
  170. 6, 7, 8,
  171. 9, 10, 11,
  172. 12, 13, 14,
  173. 15, 16, 17
  174. };
  175. // Calculate face normals now
  176. for (unsigned i = 0; i < numVertices; i += 3)
  177. {
  178. Vector3& v1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i]));
  179. Vector3& v2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1)]));
  180. Vector3& v3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2)]));
  181. Vector3& n1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i + 3]));
  182. Vector3& n2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1) + 3]));
  183. Vector3& n3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2) + 3]));
  184. Vector3 edge1 = v1 - v2;
  185. Vector3 edge2 = v1 - v3;
  186. n1 = n2 = n3 = edge1.CrossProduct(edge2).Normalized();
  187. }
  188. SharedPtr<Model> fromScratchModel(new Model(context_));
  189. SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
  190. SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
  191. SharedPtr<Geometry> geom(new Geometry(context_));
  192. // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
  193. vb->SetShadowed(true);
  194. vb->SetSize(numVertices, MASK_POSITION|MASK_NORMAL);
  195. vb->SetData(vertexData);
  196. ib->SetShadowed(true);
  197. ib->SetSize(numVertices, false);
  198. ib->SetData(indexData);
  199. geom->SetVertexBuffer(0, vb);
  200. geom->SetIndexBuffer(ib);
  201. geom->SetDrawRange(TRIANGLE_LIST, 0, numVertices);
  202. fromScratchModel->SetNumGeometries(1);
  203. fromScratchModel->SetGeometry(0, 0, geom);
  204. fromScratchModel->SetBoundingBox(BoundingBox(Vector3(-0.5f, -0.5f, -0.5f), Vector3(0.5f, 0.5f, 0.5f)));
  205. Node* node = scene_->CreateChild("FromScratchObject");
  206. node->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
  207. StaticModel* object = node->CreateComponent<StaticModel>();
  208. object->SetModel(fromScratchModel);
  209. }
  210. // Create the camera
  211. cameraNode_ = new Node(context_);
  212. cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -20.0f));
  213. Camera* camera = cameraNode_->CreateComponent<Camera>();
  214. camera->SetFarClip(300.0f);
  215. }
  216. void DynamicGeometry::CreateInstructions()
  217. {
  218. ResourceCache* cache = GetSubsystem<ResourceCache>();
  219. UI* ui = GetSubsystem<UI>();
  220. // Construct new Text object, set string to display and font to use
  221. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  222. instructionText->SetText(
  223. "Use WASD keys and mouse/touch to move\n"
  224. "Space to toggle animation"
  225. );
  226. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  227. // The text has multiple rows. Center them in relation to each other
  228. instructionText->SetTextAlignment(HA_CENTER);
  229. // Position the text relative to the screen center
  230. instructionText->SetHorizontalAlignment(HA_CENTER);
  231. instructionText->SetVerticalAlignment(VA_CENTER);
  232. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  233. }
  234. void DynamicGeometry::SetupViewport()
  235. {
  236. Renderer* renderer = GetSubsystem<Renderer>();
  237. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  238. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  239. renderer->SetViewport(0, viewport);
  240. }
  241. void DynamicGeometry::SubscribeToEvents()
  242. {
  243. // Subscribe HandleUpdate() function for processing update events
  244. SubscribeToEvent(E_UPDATE, HANDLER(DynamicGeometry, HandleUpdate));
  245. }
  246. void DynamicGeometry::MoveCamera(float timeStep)
  247. {
  248. // Do not move if the UI has a focused element (the console)
  249. if (GetSubsystem<UI>()->GetFocusElement())
  250. return;
  251. Input* input = GetSubsystem<Input>();
  252. // Movement speed as world units per second
  253. const float MOVE_SPEED = 20.0f;
  254. // Mouse sensitivity as degrees per pixel
  255. const float MOUSE_SENSITIVITY = 0.1f;
  256. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  257. IntVector2 mouseMove = input->GetMouseMove();
  258. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  259. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  260. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  261. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  262. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  263. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  264. if (input->GetKeyDown('W'))
  265. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  266. if (input->GetKeyDown('S'))
  267. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  268. if (input->GetKeyDown('A'))
  269. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  270. if (input->GetKeyDown('D'))
  271. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  272. }
  273. void DynamicGeometry::AnimateObjects(float timeStep)
  274. {
  275. PROFILE(AnimateObjects);
  276. time_ += timeStep * 100.0f;
  277. // Repeat for each of the cloned vertex buffers
  278. for (unsigned i = 0; i < animatingBuffers_.Size(); ++i)
  279. {
  280. float startPhase = time_ + i * 30.0f;
  281. VertexBuffer* buffer = animatingBuffers_[i];
  282. // Lock the vertex buffer for update and rewrite positions with sine wave modulated ones
  283. // Cannot use discard lock as there is other data (normals, UVs) that we are not overwriting
  284. unsigned char* vertexData = (unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
  285. if (vertexData)
  286. {
  287. unsigned vertexSize = buffer->GetVertexSize();
  288. unsigned numVertices = buffer->GetVertexCount();
  289. for (unsigned j = 0; j < numVertices; ++j)
  290. {
  291. // If there are duplicate vertices, animate them in phase of the original
  292. float phase = startPhase + vertexDuplicates_[j] * 10.0f;
  293. Vector3& src = originalVertices_[j];
  294. Vector3& dest = *reinterpret_cast<Vector3*>(vertexData + j * vertexSize);
  295. dest.x_ = src.x_ * (1.0f + 0.1f * Sin(phase));
  296. dest.y_ = src.y_ * (1.0f + 0.1f * Sin(phase + 60.0f));
  297. dest.z_ = src.z_ * (1.0f + 0.1f * Sin(phase + 120.0f));
  298. }
  299. buffer->Unlock();
  300. }
  301. }
  302. }
  303. void DynamicGeometry::HandleUpdate(StringHash eventType, VariantMap& eventData)
  304. {
  305. using namespace Update;
  306. // Take the frame time step, which is stored as a float
  307. float timeStep = eventData[P_TIMESTEP].GetFloat();
  308. // Toggle animation with space
  309. Input* input = GetSubsystem<Input>();
  310. if (input->GetKeyPress(KEY_SPACE))
  311. animate_ = !animate_;
  312. // Move the camera, scale movement with time step
  313. MoveCamera(timeStep);
  314. // Animate objects' vertex data if enabled
  315. if (animate_)
  316. AnimateObjects(timeStep);
  317. }