Added dynamic geometry C++ sample. Minor comment & warning fixes in other samples.

This commit is contained in:
Lasse Öörni 2014-07-15 22:03:53 +03:00
Родитель b80fbc8817
Коммит b281e555d7
6 изменённых файлов: 416 добавлений и 3 удалений

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@ -82,7 +82,7 @@ private:
void SetupViewport();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Read input and moves the camera.
/// Read input and move the camera.
void MoveCamera(float timeStep);
/// Animate the scene.
void AnimateObjects(float timeStep);

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@ -150,7 +150,7 @@ void Urho2DConstraints::CreateScene()
boxBody->SetLinearDamping(0.0f);
boxBody->SetAngularDamping(0.0f);
CollisionBox2D* shape = box->CreateComponent<CollisionBox2D>(); // Create box shape
shape->SetSize(Vector2(0.32, 0.32)); // Set size
shape->SetSize(Vector2(0.32f, 0.32f)); // Set size
shape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
shape->SetFriction(0.5f); // Set friction
shape->SetRestitution(0.1f); // Set restitution (slight bounce)
@ -562,7 +562,7 @@ void Urho2DConstraints::HandleTouchBegin3(StringHash eventType, VariantMap& even
Graphics* graphics = GetSubsystem<Graphics>();
PhysicsWorld2D* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
using namespace TouchBegin;
RigidBody2D* rigidBody = physicsWorld->GetRigidBody(Vector2(eventData[P_X].GetInt(), eventData[P_Y].GetInt())); // Raycast for RigidBody2Ds to pick
RigidBody2D* rigidBody = physicsWorld->GetRigidBody(Vector2((float)eventData[P_X].GetInt(), (float)eventData[P_Y].GetInt())); // Raycast for RigidBody2Ds to pick
if (rigidBody)
{
pickedNode = rigidBody->GetNode();

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@ -0,0 +1,33 @@
#
# Copyright (c) 2008-2014 the Urho3D project.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#
# Define target name
set (TARGET_NAME 34_DynamicGeometry)
# Define source files
define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
# Setup target with resource copying
setup_main_executable ()
# Setup test cases
add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})

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@ -0,0 +1,288 @@
//
// Copyright (c) 2008-2014 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include "Camera.h"
#include "CoreEvents.h"
#include "Engine.h"
#include "Font.h"
#include "Geometry.h"
#include "Graphics.h"
#include "Input.h"
#include "Light.h"
#include "Log.h"
#include "Model.h"
#include "Octree.h"
#include "Profiler.h"
#include "Renderer.h"
#include "ResourceCache.h"
#include "Scene.h"
#include "StaticModel.h"
#include "Text.h"
#include "VertexBuffer.h"
#include "UI.h"
#include "Zone.h"
#include "DynamicGeometry.h"
#include "DebugNew.h"
DEFINE_APPLICATION_MAIN(DynamicGeometry)
DynamicGeometry::DynamicGeometry(Context* context) :
Sample(context),
animate_(true),
time_(0.0f)
{
}
void DynamicGeometry::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Create the UI content
CreateInstructions();
// Setup the viewport for displaying the scene
SetupViewport();
// Hook up to the frame update events
SubscribeToEvents();
}
void DynamicGeometry::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// 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->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
zone->SetFogStart(200.0f);
zone->SetFogEnd(300.0f);
// Create a directional light
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetColor(Color(0.4f, 1.0f, 0.4f));
light->SetSpecularIntensity(1.5f);
// 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)
{
LOGERROR("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)->GetVertexBuffer(0);
const unsigned char* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
if (vertexData)
{
unsigned numVertices = buffer->GetVertexCount();
unsigned vertexSize = buffer->GetVertexSize();
// Copy the original vertex positions
for (unsigned i = 0; i < numVertices; ++i)
{
const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
originalVertices_.Push(src);
}
buffer->Unlock();
// Detect duplicate vertices to allow seamless animation
vertexDuplicates_.Resize(originalVertices_.Size());
for (unsigned i = 0; i < originalVertices_.Size(); ++i)
{
vertexDuplicates_[i] = i; // Assume not a duplicate
for (unsigned j = 0; j < i; ++j)
{
if (originalVertices_[i].Equals(originalVertices_[j]))
{
vertexDuplicates_[i] = j;
break;
}
}
}
}
else
{
LOGERROR("Failed to lock the model vertex buffer to get original vertices");
return;
}
// 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->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
StaticModel* object = node->CreateComponent<StaticModel>();
SharedPtr<Model> cloneModel = originalModel->Clone();
object->SetModel(cloneModel);
// Store the cloned vertex buffer that we will modify when animating
animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(0)));
}
}
// Create the camera
cameraNode_ = new Node(context_);
cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -20.0f));
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
}
void DynamicGeometry::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"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->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
void DynamicGeometry::SetupViewport()
{
Renderer* renderer = GetSubsystem<Renderer>();
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void DynamicGeometry::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, HANDLER(DynamicGeometry, HandleUpdate));
}
void DynamicGeometry::MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (GetSubsystem<UI>()->GetFocusElement())
return;
Input* input = GetSubsystem<Input>();
// 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->GetMouseMove();
yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
pitch_ = Clamp(pitch_, -90.0f, 90.0f);
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input->GetKeyDown('W'))
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown('S'))
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown('A'))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown('D'))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void DynamicGeometry::AnimateObjects(float timeStep)
{
PROFILE(AnimateObjects);
time_ += timeStep * 100.0f;
// Repeat for each of the cloned vertex buffers
for (unsigned i = 0; i < animatingBuffers_.Size(); ++i)
{
float startPhase = time_ + i * 30.0f;
VertexBuffer* buffer = animatingBuffers_[i];
// Lock the vertex buffer for update and rewrite positions with sine wave modulated ones
// Cannot use discard lock as there is other data (normals, UVs) that we are not overwriting
unsigned char* vertexData = (unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
if (vertexData)
{
unsigned vertexSize = buffer->GetVertexSize();
unsigned numVertices = buffer->GetVertexCount();
for (unsigned 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 = *reinterpret_cast<Vector3*>(vertexData + j * vertexSize);
dest.x_ = src.x_ * (1.0f + 0.1f * Sin(phase));
dest.y_ = src.y_ * (1.0f + 0.1f * Sin(phase + 60.0f));
dest.z_ = src.z_ * (1.0f + 0.1f * Sin(phase + 120.0f));
}
buffer->Unlock();
}
}
}
void DynamicGeometry::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace Update;
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Toggle animation with space
Input* input = GetSubsystem<Input>();
if (input->GetKeyPress(KEY_SPACE))
animate_ = !animate_;
// Move the camera, scale movement with time step
MoveCamera(timeStep);
// Animate objects' vertex data if enabled
if (animate_)
AnimateObjects(timeStep);
}

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@ -0,0 +1,91 @@
//
// Copyright (c) 2008-2014 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
/// Dynamic geometry example.
/// This sample demonstrates:
/// - Cloning a Model resource
/// - Modifying the vertex buffer data of the cloned models to efficiently animate them
class DynamicGeometry : public Sample
{
OBJECT(DynamicGeometry);
public:
/// Construct.
DynamicGeometry(Context* context);
/// Setup after engine initialization and before running the main loop.
virtual void Start();
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
virtual String GetScreenJoystickPatchString() const { return
"<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\">Group</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>";
}
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Read input and move the camera.
void MoveCamera(float timeStep);
/// Animate the vertex data of the objects.
void AnimateObjects(float timeStep);
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Cloned models' vertex buffers that we will animate.
Vector<SharedPtr<VertexBuffer> > animatingBuffers_;
/// Original vertex positions for the sphere model.
PODVector<Vector3> originalVertices_;
/// If the vertices are duplicates, indices to the original vertices (to allow seamless animation.)
PODVector<unsigned> vertexDuplicates_;
/// Animation flag.
bool animate_;
/// Animation's elapsed time.
float time_;
};

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@ -71,3 +71,4 @@ add_subdirectory (30_LightAnimation)
add_subdirectory (31_MaterialAnimation)
add_subdirectory (32_Urho2DConstraints)
add_subdirectory (33_Urho2DSpriterAnimation)
add_subdirectory (34_DynamicGeometry)