コード例 #1
0
void NavigationMesh::GetTileGeometry(NavBuildData* build, Vector<NavigationGeometryInfo>& geometryList, BoundingBox& box)
{
    Matrix3x4 inverse = node_->GetWorldTransform().Inverse();

    for (unsigned i = 0; i < geometryList.Size(); ++i)
    {
        if (box.IsInsideFast(geometryList[i].boundingBox_) != OUTSIDE)
        {
            const Matrix3x4& transform = geometryList[i].transform_;

            if (geometryList[i].component_->GetType() == OffMeshConnection::GetTypeStatic())
            {
                OffMeshConnection* connection = static_cast<OffMeshConnection*>(geometryList[i].component_);
                Vector3 start = inverse * connection->GetNode()->GetWorldPosition();
                Vector3 end = inverse * connection->GetEndPoint()->GetWorldPosition();

                build->offMeshVertices_.Push(start);
                build->offMeshVertices_.Push(end);
                build->offMeshRadii_.Push(connection->GetRadius());
                build->offMeshFlags_.Push((unsigned short)connection->GetMask());
                build->offMeshAreas_.Push((unsigned char)connection->GetAreaID());
                build->offMeshDir_.Push((unsigned char)(connection->IsBidirectional() ? DT_OFFMESH_CON_BIDIR : 0));
                continue;
            }
            else if (geometryList[i].component_->GetType() == NavArea::GetTypeStatic())
            {
                NavArea* area = static_cast<NavArea*>(geometryList[i].component_);
                NavAreaStub stub;
                stub.areaID_ = (unsigned char)area->GetAreaID();
                stub.bounds_ = area->GetWorldBoundingBox();
                build->navAreas_.Push(stub);
                continue;
            }

#ifdef ATOMIC_PHYSICS
            CollisionShape* shape = dynamic_cast<CollisionShape*>(geometryList[i].component_);
            if (shape)
            {
                switch (shape->GetShapeType())
                {
                case SHAPE_TRIANGLEMESH:
                    {
                        Model* model = shape->GetModel();
                        if (!model)
                            continue;

                        unsigned lodLevel = shape->GetLodLevel();
                        for (unsigned j = 0; j < model->GetNumGeometries(); ++j)
                            AddTriMeshGeometry(build, model->GetGeometry(j, lodLevel), transform);
                    }
                    break;

                case SHAPE_CONVEXHULL:
                    {
                        ConvexData* data = static_cast<ConvexData*>(shape->GetGeometryData());
                        if (!data)
                            continue;

                        unsigned numVertices = data->vertexCount_;
                        unsigned numIndices = data->indexCount_;
                        unsigned destVertexStart = build->vertices_.Size();

                        for (unsigned j = 0; j < numVertices; ++j)
                            build->vertices_.Push(transform * data->vertexData_[j]);

                        for (unsigned j = 0; j < numIndices; ++j)
                            build->indices_.Push(data->indexData_[j] + destVertexStart);
                    }
                    break;

                case SHAPE_BOX:
                    {
                        unsigned destVertexStart = build->vertices_.Size();

                        build->vertices_.Push(transform * Vector3(-0.5f, 0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, 0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, -0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(-0.5f, -0.5f, -0.5f));
                        build->vertices_.Push(transform * Vector3(-0.5f, 0.5f, 0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, 0.5f, 0.5f));
                        build->vertices_.Push(transform * Vector3(0.5f, -0.5f, 0.5f));
                        build->vertices_.Push(transform * Vector3(-0.5f, -0.5f, 0.5f));

                        const unsigned indices[] = {
                            0, 1, 2, 0, 2, 3, 1, 5, 6, 1, 6, 2, 4, 5, 1, 4, 1, 0, 5, 4, 7, 5, 7, 6,
                            4, 0, 3, 4, 3, 7, 1, 0, 4, 1, 4, 5
                        };

                        for (unsigned j = 0; j < 36; ++j)
                            build->indices_.Push(indices[j] + destVertexStart);
                    }
                    break;

                default:
                    break;
                }

                continue;
            }
#endif
            Drawable* drawable = dynamic_cast<Drawable*>(geometryList[i].component_);
            if (drawable)
            {
                const Vector<SourceBatch>& batches = drawable->GetBatches();

                for (unsigned j = 0; j < batches.Size(); ++j)
                    AddTriMeshGeometry(build, drawable->GetLodGeometry(j, geometryList[i].lodLevel_), transform);
            }
        }
    }
}
コード例 #2
0
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)
    {
        ATOMIC_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
    {
        ATOMIC_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)));
        }
    }

    // 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 unsigned numVertices = 18;

        float vertexData[] = {
            // Position             Normal
            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,    0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,    0.0f, 0.0f, 0.0f,

            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,

            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,    0.0f, 0.0f, 0.0f
        };

        const unsigned short indexData[] = {
            0, 1, 2,
            3, 4, 5,
            6, 7, 8,
            9, 10, 11,
            12, 13, 14,
            15, 16, 17
        };

        // Calculate face normals now
        for (unsigned i = 0; i < numVertices; i += 3)
        {
            Vector3& v1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i]));
            Vector3& v2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1)]));
            Vector3& v3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2)]));
            Vector3& n1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i + 3]));
            Vector3& n2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1) + 3]));
            Vector3& n3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2) + 3]));

            Vector3 edge1 = v1 - v2;
            Vector3 edge2 = v1 - v3;
            n1 = n2 = n3 = edge1.CrossProduct(edge2).Normalized();
        }

        SharedPtr<Model> fromScratchModel(new Model(context_));
        SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
        SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
        SharedPtr<Geometry> geom(new Geometry(context_));

        // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
        vb->SetShadowed(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
        PODVector<VertexElement> elements;
        elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
        elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));
        vb->SetSize(numVertices, elements);
        vb->SetData(vertexData);

        ib->SetShadowed(true);
        ib->SetSize(numVertices, false);
        ib->SetData(indexData);

        geom->SetVertexBuffer(0, vb);
        geom->SetIndexBuffer(ib);
        geom->SetDrawRange(TRIANGLE_LIST, 0, numVertices);

        fromScratchModel->SetNumGeometries(1);
        fromScratchModel->SetGeometry(0, 0, geom);
        fromScratchModel->SetBoundingBox(BoundingBox(Vector3(-0.5f, -0.5f, -0.5f), Vector3(0.5f, 0.5f, 0.5f)));

        // Though not necessary to render, the vertex & index buffers must be listed in the model so that it can be saved properly
        Vector<SharedPtr<VertexBuffer> > vertexBuffers;
        Vector<SharedPtr<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
        PODVector<unsigned> morphRangeStarts;
        PODVector<unsigned> morphRangeCounts;
        morphRangeStarts.Push(0);
        morphRangeCounts.Push(0);
        fromScratchModel->SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts);
        fromScratchModel->SetIndexBuffers(indexBuffers);

        Node* node = scene_->CreateChild("FromScratchObject");
        node->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
        StaticModel* object = node->CreateComponent<StaticModel>();
        object->SetModel(fromScratchModel);
    }

    // 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 StaticModelPoolMgr::AddStaticModelData(Node *pNode, StaticModel *pStaticModel)
{
    NvMeshData nvMeshData;
    StaticModelData staticModelData;
    Model *pModel = pStaticModel->GetModel();

    // only one geom currently supprted
    assert( pModel && pModel->GetNumGeometries() == 1 && "multiple gemoetries currently NOT supported" );

    Matrix3x4 objMatrix = pNode->GetTransform();
    Quaternion objRotation = pNode->GetRotation();
    Geometry *pGeometry = pModel->GetGeometry(0, 0);
    VertexBuffer *pVbuffer = pGeometry->GetVertexBuffer(0);

    unsigned uElementMask = pVbuffer->GetElementMask();
    unsigned vertexSize = pVbuffer->GetVertexSize();
    const unsigned char *pVertexData = (const unsigned char*)pVbuffer->Lock(0, pVbuffer->GetVertexCount());

    // get verts, normals, uv, etc.
    if ( pVertexData )
    {
        unsigned numVertices = pVbuffer->GetVertexCount();

        for ( unsigned i = 0; i < numVertices; ++i )
        {
            unsigned char *pDataAlign = (unsigned char *)(pVertexData + i * vertexSize);

            if ( uElementMask & MASK_POSITION )
            {
                const Vector3 vPos = *reinterpret_cast<Vector3*>( pDataAlign );
                pDataAlign += sizeof( Vector3 );

                Vector3 vxformPos = objMatrix * vPos; // xform

                // verts list
                staticModelData.listVerts.Push( vxformPos );
                nvMeshData.listVerts.push_back( Vec3f( vxformPos.x_, vxformPos.y_, vxformPos.z_ ) );
            }
            if ( uElementMask & MASK_NORMAL )
            {
                const Vector3 vNorm = *reinterpret_cast<Vector3*>( pDataAlign );
                pDataAlign += sizeof( Vector3 );

                // normal list
                Vector3 vxformNorm = objRotation * vNorm; // xform

                staticModelData.listNormals.Push( vxformNorm );
                nvMeshData.listNormals.push_back( Vec3f( vxformNorm.x_, vxformNorm.y_, vxformNorm.z_ ) );
            }
            if ( uElementMask & MASK_COLOR )
            {
                const unsigned uColor = *reinterpret_cast<unsigned*>( pDataAlign );
                pDataAlign += sizeof( unsigned );
            }
            if ( uElementMask & MASK_TEXCOORD1 )
            {
                const Vector2 vUV = *reinterpret_cast<Vector2*>( pDataAlign );
                pDataAlign += sizeof( Vector2 );

                // uv list
                staticModelData.listUVs.Push( vUV );
            }

            // skip other mask elements - we got what we wanted
        }

        //unlock
        pVbuffer->Unlock();
    }
    else
    {
        // error
        assert( false && "failed to unlock vertex buffer" );
    }

    // get indeces
    IndexBuffer *pIbuffer = pGeometry->GetIndexBuffer();
    const unsigned *pIndexData = (const unsigned *)pIbuffer->Lock( 0, pIbuffer->GetIndexCount() );
    const unsigned short *pUShortData = (const unsigned short *)pIndexData;

    if ( pUShortData )
    {
        unsigned numIndeces = pIbuffer->GetIndexCount();
        unsigned indexSize = pIbuffer->GetIndexSize();
        assert( indexSize == sizeof(unsigned short) );

        for( unsigned i = 0; i < numIndeces; i += 3 )
        {
            int idx0 = (int)pUShortData[i  ];
            int idx1 = (int)pUShortData[i+1];
            int idx2 = (int)pUShortData[i+2];

            staticModelData.listTris.Push( IntVector3( idx0, idx1, idx2 ) );
            nvMeshData.listTris.push_back( Vec3i( idx0, idx1, idx2 ) );
        }

        //unlock
        pIbuffer->Unlock();
    }
    else
    {
        // error
        assert( false && "failed to unlock index buffer" );
    }

    // rest of the static model data
    staticModelData.node       = pNode;
    staticModelData.drawable   = pStaticModel;
    staticModelData.begVertex  = m_pNvScene->getNumVertices();
    staticModelData.begTriList = m_pNvScene->getNumTriangles();

    // resize coeff lists
    staticModelData.listVertexUnshadoweCoeff.Resize( staticModelData.listVerts.Size() );
    staticModelData.listVertexShadowCoeff.Resize( staticModelData.listVerts.Size() );
    staticModelData.listVertexDiffuseColor.Resize( staticModelData.listVerts.Size() );
    staticModelData.listVertexSampleOcclude.resize( staticModelData.listVerts.Size() );

    // find material matcolor
    VertexUtil *pVertexUtil = GetScene()->GetComponent<VertexUtil>();
    staticModelData.materialColor = pVertexUtil->GetModelMaterialColor( pStaticModel );

    // save model
    m_vStaticModelPool.Push( staticModelData );

    // push it to nv Scene
    m_pNvScene->AddTriangleMesh( nvMeshData );
}