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- // 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
- #include "Scripts/Utilities/Sample.as"
- bool animate = true;
- float animTime = 0.0;
- VectorBuffer originalVertexData;
- Array<VertexBuffer@> animatingBuffers;
- Array<Vector3> originalVertices;
- Array<uint> vertexDuplicates;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_RELATIVE);
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
- // (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene_.CreateComponent("Octree");
- // Create a Zone for ambient light & fog control
- Node@ zoneNode = scene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- zone.boundingBox = BoundingBox(-1000.0, 1000.0);
- zone.fogColor = Color(0.2, 0.2, 0.2);
- zone.fogStart = 200.0;
- zone.fogEnd = 300.0;
- // Create a directional light
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(-0.6, -1.0, -0.8); // The direction vector does not need to be normalized
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.color = Color(0.4, 1.0, 0.4);
- light.specularIntensity = 1.5;
- // Get the original model and its unmodified vertices, which are used as source data for the animation
- Model@ originalModel = cache.GetResource("Model", "Models/Box.mdl");
- if (originalModel is null)
- {
- Print("Model not found, cannot initialize example scene");
- return;
- }
- // Get the vertex buffer from the first geometry's first LOD level
- VertexBuffer@ buffer = originalModel.GetGeometry(0, 0).vertexBuffers[0];
- originalVertexData = buffer.GetData();
- uint numVertices = buffer.vertexCount;
- uint vertexSize = buffer.vertexSize;
- // Copy the original vertex positions
- for (uint i = 0; i < numVertices; ++i)
- {
- originalVertexData.Seek(i * vertexSize);
- originalVertices.Push(originalVertexData.ReadVector3());
- }
- // Detect duplicate vertices to allow seamless animation
- vertexDuplicates.Resize(originalVertices.length);
- for (uint i = 0; i < originalVertices.length; ++i)
- {
- vertexDuplicates[i] = i; // Assume not a duplicate
- for (uint j = 0; j < i; ++j)
- {
- if (originalVertices[i].Equals(originalVertices[j]))
- {
- vertexDuplicates[i] = j;
- break;
- }
- }
- }
- // Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
- for (int y = -1; y <= 1; ++y)
- {
- for (int x = -1; x <= 1; ++x)
- {
- Node@ node = scene_.CreateChild("Object");
- node.position = Vector3(x * 2.0, 0.0, y * 2.0);
- StaticModel@ object = node.CreateComponent("StaticModel");
- Model@ cloneModel = originalModel.Clone();
- object.model = cloneModel;
- // Store the cloned vertex buffer that we will modify when animating
- animatingBuffers.Push(cloneModel.GetGeometry(0, 0).vertexBuffers[0]);
- }
- }
- // Finally create one model (pyramid shape) and a StaticModel to display it from scratch
- // Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
- {
- const uint numVertices = 18;
- float[] vertexData = {
- // Position Normal
- 0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
- 0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
- 0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
- -0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
- 0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
- -0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
- -0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0, 0.0, 0.0,
- 0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
- -0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
- 0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
- 0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
- -0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
- 0.5, -0.5, -0.5, 0.0, 0.0, 0.0,
- -0.5, -0.5, 0.5, 0.0, 0.0, 0.0,
- -0.5, -0.5, -0.5, 0.0, 0.0, 0.0
- };
- const uint16[] indexData = {
- 0, 1, 2,
- 3, 4, 5,
- 6, 7, 8,
- 9, 10, 11,
- 12, 13, 14,
- 15, 16, 17
- };
- // Calculate face normals now
- for (uint i = 0; i < numVertices; i += 3)
- {
- Vector3 v1(vertexData[6 * i], vertexData[6 * i + 1], vertexData[6 * i + 2]);
- Vector3 v2(vertexData[6 * i + 6], vertexData[6 * i + 7], vertexData[6 * i + 8]);
- Vector3 v3(vertexData[6 * i + 12], vertexData[6 * i + 13], vertexData[6 * i + 14]);
- Vector3 edge1 = v1 - v2;
- Vector3 edge2 = v1 - v3;
- Vector3 normal = edge1.CrossProduct(edge2).Normalized();
- vertexData[6 * i + 3] = vertexData[6 * i + 9] = vertexData[6 * i + 15] = normal.x;
- vertexData[6 * i + 4] = vertexData[6 * i + 10] = vertexData[6 * i + 16] = normal.y;
- vertexData[6 * i + 5] = vertexData[6 * i + 11] = vertexData[6 * i + 17] = normal.z;
- }
- Model@ fromScratchModel = Model();
- VertexBuffer@ vb = VertexBuffer();
- IndexBuffer@ ib = IndexBuffer();
- Geometry@ geom = Geometry();
- // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
- vb.shadowed = true;
- // We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
- // defining the vertex elements explicitly to allow any element types and order
- Array<VertexElement> elements;
- elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
- elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));
- vb.SetSize(numVertices, elements);
- VectorBuffer temp;
- for (uint i = 0; i < numVertices * 6; ++i)
- temp.WriteFloat(vertexData[i]);
- vb.SetData(temp);
- ib.shadowed = true;
- ib.SetSize(numVertices, false);
- temp.Clear();
- for (uint i = 0; i < numVertices; ++i)
- temp.WriteUShort(indexData[i]);
- ib.SetData(temp);
- geom.SetVertexBuffer(0, vb);
- geom.SetIndexBuffer(ib);
- geom.SetDrawRange(TRIANGLE_LIST, 0, numVertices);
- fromScratchModel.numGeometries = 1;
- fromScratchModel.SetGeometry(0, 0, geom);
- fromScratchModel.boundingBox = BoundingBox(Vector3(-0.5, -0.5, -0.5), Vector3(0.5, 0.5, 0.5));
- // Though not necessary to render, the vertex & index buffers must be listed in the model so that it can be saved properly
- Array<VertexBuffer@> vertexBuffers;
- Array<IndexBuffer@> indexBuffers;
- vertexBuffers.Push(vb);
- indexBuffers.Push(ib);
- // Morph ranges could also be not defined. Here we simply define a zero range (no morphing) for the vertex buffer
- Array<uint> morphRangeStarts;
- Array<uint> morphRangeCounts;
- morphRangeStarts.Push(0);
- morphRangeCounts.Push(0);
- fromScratchModel.SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts);
- fromScratchModel.SetIndexBuffers(indexBuffers);
- Node@ node = scene_.CreateChild("FromScratchObject");
- node.position = Vector3(0.0, 3.0, 0.0);
- StaticModel@ object = node.CreateComponent("StaticModel");
- object.model = fromScratchModel;
- }
- // Create the camera
- cameraNode = Node("Camera");
- cameraNode.position = Vector3(0.0, 2.0, -20.0);
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 300.0f;
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text =
- "Use WASD keys and mouse/touch to move\n"
- "Space to toggle animation";
- instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
- // The text has multiple rows. Center them in relation to each other
- instructionText.textAlignment = HA_CENTER;
- // Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER;
- instructionText.verticalAlignment = VA_CENTER;
- instructionText.SetPosition(0, ui.root.height / 4);
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- return;
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- IntVector2 mouseMove = input.mouseMove;
- yaw += MOUSE_SENSITIVITY * mouseMove.x;
- pitch += MOUSE_SENSITIVITY * mouseMove.y;
- pitch = Clamp(pitch, -90.0, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown[KEY_W])
- cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_S])
- cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_A])
- cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_D])
- cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void AnimateObjects(float timeStep)
- {
- animTime += timeStep * 100.0;
- // Repeat for each of the cloned vertex buffers
- for (uint i = 0; i < animatingBuffers.length; ++i)
- {
- float startPhase = animTime + i * 30.0;
- VertexBuffer@ buffer = animatingBuffers[i];
- // Need to prepare a VectorBuffer with all data (positions, normals, uvs...)
- VectorBuffer newData;
- uint numVertices = buffer.vertexCount;
- uint vertexSize = buffer.vertexSize;
- for (uint j = 0; j < numVertices; ++j)
- {
- // If there are duplicate vertices, animate them in phase of the original
- float phase = startPhase + vertexDuplicates[j] * 10.0f;
- Vector3 src = originalVertices[j];
- Vector3 dest;
- dest.x = src.x * (1.0 + 0.1 * Sin(phase));
- dest.y = src.y * (1.0 + 0.1 * Sin(phase + 60.0));
- dest.z = src.z * (1.0 + 0.1 * Sin(phase + 120.0));
- // Write position
- newData.WriteVector3(dest);
- // Copy other vertex elements
- originalVertexData.Seek(j * vertexSize + 12); // Seek past the vertex position
- for (uint k = 12; k < vertexSize; k += 4)
- newData.WriteFloat(originalVertexData.ReadFloat());
- }
- buffer.SetData(newData);
- }
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Toggle animation with space
- if (input.keyPress[KEY_SPACE])
- animate = !animate;
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- // Animate objects' vertex data if enabled
- if (animate)
- AnimateObjects(timeStep);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<patch>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"SPACE\" />"
- " </element>"
- " </add>"
- "</patch>";
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