/// <summary> /// Removes a display object from the batch. /// </summary> /// <param name="displayObject">Display object to remove.</param> /// <param name="drawer">Instanced model drawer doing the removal.</param> public void Remove(ModelDisplayObjectBase displayObject, InstancedModelDrawer drawer) { //Modify vertex buffer var newVertices = new VertexPositionNormalTexture[vertices.Length - displayObject.BatchInformation.VertexCount]; //Copy the first part back (before the display object) Array.Copy(vertices, 0, newVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex); //Copy the second part back (after the display object) Array.Copy(vertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount, newVertices, displayObject.BatchInformation.BaseVertexBufferIndex, vertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount)); vertices = newVertices; //Modify index buffer var newIndices = new ushort[indices.Length - displayObject.BatchInformation.IndexCount]; //Copy the first part back (before the display object) Array.Copy(indices, 0, newIndices, 0, displayObject.BatchInformation.BaseIndexBufferIndex); //Copy the second part back (after the display object) Array.Copy(indices, displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount, newIndices, displayObject.BatchInformation.BaseIndexBufferIndex, indices.Length - (displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount)); indices = newIndices; //The index buffer's data is now wrong though. We deleted a bunch of vertices. //So go through the index buffer starting at the point of deletion and decrease the values appropriately. for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indices.Length; i++) { indices[i] -= (ushort)displayObject.BatchInformation.VertexCount; } //Modify instancing indices var newInstancingIndices = new float[instancingIndices.Length - displayObject.BatchInformation.VertexCount]; //Copy the first part back (before the display object) Array.Copy(instancingIndices, 0, newInstancingIndices, 0, displayObject.BatchInformation.BaseVertexBufferIndex); //Copy the second part back (after the display object) Array.Copy(instancingIndices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount, newInstancingIndices, displayObject.BatchInformation.BaseVertexBufferIndex, instancingIndices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount)); instancingIndices = newInstancingIndices; //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the values appropriately. for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < instancingIndices.Length; i++) { instancingIndices[i]--; } myDisplayObjects.Remove(displayObject); // Tell ModelDisplayObject that it got removed (batch, indices). displayObject.ClearBatchReferences(); vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); instancingBuffer = new VertexBuffer(graphicsDevice, drawer.instancingVertexDeclaration, instancingIndices.Length, BufferUsage.WriteOnly); instancingBuffer.SetData(instancingIndices); bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer }; indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indices); }
/// <summary> /// Removes a display object from the batch. /// </summary> /// <param name="displayObject">Display object to remove.</param> /// <param name="drawer">Instanced model drawer doing the removal.</param> public unsafe void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer) { //Copy the end of the list over the top of the part back (after the display object) var vertexCopySource = displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount; var vertexCopyTarget = displayObject.BatchInformation.BaseVertexBufferIndex; var vertexCopyLength = vertexCount - vertexCopySource; Array.Copy(vertices, vertexCopySource, vertices, vertexCopyTarget, vertexCopyLength); Array.Copy(instancedVertices, vertexCopySource, instancedVertices, vertexCopyTarget, vertexCopyLength); vertexCount -= displayObject.BatchInformation.VertexCount; //Copy the first part back (before the display object) var indexCopySource = displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount; var indexCopyTarget = displayObject.BatchInformation.BaseIndexBufferIndex; var indexCopyLength = indexCount - indexCopySource; Array.Copy(indices, indexCopySource, indices, indexCopyTarget, indexCopyLength); indexCount -= displayObject.BatchInformation.IndexCount; //The index buffer's data is now wrong. We deleted a bunch of vertices. //So go through the index buffer starting at the point of deletion and decrease the values appropriately. for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indexCount; i++) { indices[i] -= (ushort)displayObject.BatchInformation.VertexCount; } //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the instance index values. for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < vertexCount; i++) { instancedVertices[i].InstanceIndex--; } displayObjects.Remove(displayObject); //Move the subsequent display objects list indices and base vertices/indices. for (int i = displayObject.BatchInformation.BatchListIndex; i < DisplayObjects.Count; i++) { DisplayObjects[i].BatchInformation.BatchListIndex--; DisplayObjects[i].BatchInformation.BaseVertexBufferIndex -= displayObject.BatchInformation.VertexCount; DisplayObjects[i].BatchInformation.BaseIndexBufferIndex -= displayObject.BatchInformation.IndexCount; } // Tell ModelDisplayObject that it got removed (batch, indices). var batchListIndex = displayObject.BatchInformation.BatchListIndex; displayObject.ClearBatchReferences(); if (displayObjects.Count > 0 && batchListIndex < displayObjects.Count) { vertexBuffer.SetData(sizeof(VertexPositionNormalTexture) * vertexCopyTarget, vertices, vertexCopyTarget, vertexCopyLength, sizeof(VertexPositionNormalTexture)); instancedBuffer.SetData(sizeof(InstancedVertex) * vertexCopyTarget, instancedVertices, vertexCopyTarget, vertexCopyLength, sizeof(InstancedVertex)); indexBuffer.SetData(sizeof(ushort) * indexCopyTarget, indices, indexCopyTarget, indexCopyLength); } }
/// <summary> /// Adds a display object to the batch. /// </summary> /// <param name="displayObject">Display object to add.</param> /// <param name="drawer">Drawer of the batch.</param> public bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer) { //In theory, don't need to test for dupliate entries since batch.Add //should only be called through a InstancedModelDrawer's add (which checks beforehand). if (displayObjects.Count == MaximumObjectsPerBatch || ((indices.Length / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch && displayObjects.Count > 0)) { return(false); } displayObjects.Add(displayObject); int instanceIndex = displayObjects.Count - 1; var textureIndex = displayObject.TextureIndex; displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertices.Length, indices.Length, instanceIndex); //Add the data to the batch. var newVertices = new VertexPositionNormalTexture[vertices.Length + vertexList.Count]; vertices.CopyTo(newVertices, 0); vertexList.CopyTo(newVertices, vertices.Length); vertices = newVertices; var newIndices = new ushort[indices.Length + indexList.Count]; indices.CopyTo(newIndices, 0); indexList.CopyTo(newIndices, indices.Length); indices = newIndices; var newInstancingVertices = new InstancedVertex[instancedVertices.Length + vertexList.Count]; instancedVertices.CopyTo(newInstancingVertices, 0); for (int i = instancedVertices.Length; i < newInstancingVertices.Length; i++) { newInstancingVertices[i] = new InstancedVertex { InstanceIndex = instanceIndex, TextureIndex = textureIndex } } ; instancedVertices = newInstancingVertices; vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly); instancingBuffer.SetData(instancedVertices); bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer }; indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indices); vertexList.Clear(); indexList.Clear(); return(true); }
/// <summary> /// Constructs a new demo. /// </summary> /// <param name="game">Game owning this demo.</param> public InverseKinematicsTestDemo(DemosGame game) : base(game) { cameraControl = new FreeCameraControlScheme(10, game.Camera, game); whitePixel = game.Content.Load<Texture2D>("whitePixel"); game.Camera.Position = new Vector3(0, 3, 5); Box ground = new Box(new Vector3(0, 0, 0), 30, 1, 30); Space.Add(ground); Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0); stateControlGroup = new StateControlGroup(game.Camera, controls); drawer = new InstancedModelDrawer(game); solver.ActiveSet.UseAutomass = true; solver.AutoscaleControlImpulses = true; solver.AutoscaleControlMaximumForce = float.MaxValue; solver.TimeStepDuration = .1f; solver.ControlIterationCount = 100; solver.FixerIterationCount = 10; solver.VelocitySubiterationCount = 3; BuildChain(new Vector3(-5, 2, 0)); BuildStick(new Vector3(-10, 2, 0)); BuildActionFigure(new Vector3(5, 6, -8)); BuildActionFigure(new Vector3(5, 6, -3)); BuildActionFigure(new Vector3(5, 6, 3)); BuildActionFigure(new Vector3(5, 6, 8)); BuildCyclicMesh(new Vector3(-5, 5, -5)); //BuildJointTest(new Vector3(0, 5, 0)); //BuildTinyTest(new Vector3(0, 15, 0)); BuildRoboArmThing(new Vector3(0, 5, 0)); BuildRing(new Vector3(0, 10, 8)); //Create the display objects. Model cylinder = game.Content.Load<Model>("cylinder"); for (int i = 0; i < bones.Count; i++) { var displayBone = new DisplayModel(cylinder, drawer); var completedBone = bones[i]; completedBone.DisplayBone = displayBone; bones[i] = completedBone; drawer.Add(displayBone); } }
/// <summary> /// Adds a display object to the batch. /// </summary> /// <param name="displayObject">Display object to add.</param> /// <param name="drawer">Drawer of the batch.</param> public bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer) { //In theory, don't need to test for dupliate entries since batch.Add //should only be called through a InstancedModelDrawer's add (which checks beforehand). if (displayObjects.Count == MaximumObjectsPerBatch || ((indices.Length / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch && displayObjects.Count > 0)) return false; displayObjects.Add(displayObject); int instanceIndex = displayObjects.Count - 1; var textureIndex = displayObject.TextureIndex; displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertices.Length, indices.Length, instanceIndex); //Add the data to the batch. var newVertices = new VertexPositionNormalTexture[vertices.Length + vertexList.Count]; vertices.CopyTo(newVertices, 0); vertexList.CopyTo(newVertices, vertices.Length); vertices = newVertices; var newIndices = new ushort[indices.Length + indexList.Count]; indices.CopyTo(newIndices, 0); indexList.CopyTo(newIndices, indices.Length); indices = newIndices; var newInstancingVertices = new InstancedVertex[instancedVertices.Length + vertexList.Count]; instancedVertices.CopyTo(newInstancingVertices, 0); for (int i = instancedVertices.Length; i < newInstancingVertices.Length; i++) newInstancingVertices[i] = new InstancedVertex { InstanceIndex = instanceIndex, TextureIndex = textureIndex }; instancedVertices = newInstancingVertices; vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly); instancingBuffer.SetData(instancedVertices); bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer }; indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indices); vertexList.Clear(); indexList.Clear(); return true; }
/// <summary> /// Adds a display object to the batch. /// </summary> /// <param name="displayObject">Display object to add.</param> /// <param name="drawer">Drawer of the batch.</param> public unsafe bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer) { //In theory, don't need to test for duplicate entries since batch.Add //should only be called through a InstancedModelDrawer's add (which checks beforehand). if (displayObjects.Count == MaximumObjectsPerBatch || ((indexCount / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch && displayObjects.Count > 0)) { return(false); } displayObjects.Add(displayObject); int instanceIndex = displayObjects.Count - 1; var textureIndex = displayObject.TextureIndex; //OUegheogh, this could just directly write into the batch's vertex/index cache rather than going through a list and recopy. displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertexCount, indexCount, instanceIndex); vertexList.CopyTo(vertices, vertexCount); indexList.CopyTo(indices, indexCount); var newIndexCount = indexCount + indexList.Count; var newVertexCount = vertexCount + vertexList.Count; for (int i = vertexCount; i < newVertexCount; i++) { instancedVertices[i] = new InstancedVertex { InstanceIndex = instanceIndex, TextureIndex = textureIndex } } ; vertexBuffer.SetData(sizeof(VertexPositionNormalTexture) * vertexCount, vertices, vertexCount, vertexList.Count, sizeof(VertexPositionNormalTexture)); instancedBuffer.SetData(sizeof(InstancedVertex) * vertexCount, instancedVertices, vertexCount, vertexList.Count, sizeof(InstancedVertex)); indexBuffer.SetData(sizeof(ushort) * indexCount, indices, indexCount, indexList.Count); vertexCount = newVertexCount; indexCount = newIndexCount; vertexList.Clear(); indexList.Clear(); return(true); }
/// <summary> /// Removes a display object from the batch. /// </summary> /// <param name="displayObject">Display object to remove.</param> /// <param name="drawer">Instanced model drawer doing the removal.</param> public void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer) { //Modify vertex buffer var newVertices = new VertexPositionNormalTexture[vertices.Length - displayObject.BatchInformation.VertexCount]; //Copy the first part back (before the display object) Array.Copy(vertices, 0, newVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex); //Copy the second part back (after the display object) Array.Copy(vertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount, newVertices, displayObject.BatchInformation.BaseVertexBufferIndex, vertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount)); vertices = newVertices; //Modify index buffer var newIndices = new ushort[indices.Length - displayObject.BatchInformation.IndexCount]; //Copy the first part back (before the display object) Array.Copy(indices, 0, newIndices, 0, displayObject.BatchInformation.BaseIndexBufferIndex); //Copy the second part back (after the display object) Array.Copy(indices, displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount, newIndices, displayObject.BatchInformation.BaseIndexBufferIndex, indices.Length - (displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount)); indices = newIndices; //The index buffer's data is now wrong though. We deleted a bunch of vertices. //So go through the index buffer starting at the point of deletion and decrease the values appropriately. for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indices.Length; i++) indices[i] -= (ushort)displayObject.BatchInformation.VertexCount; //Modify instancing indices var newInstancedVertices = new InstancedVertex[instancedVertices.Length - displayObject.BatchInformation.VertexCount]; //Copy the first part back (before the display object) Array.Copy(instancedVertices, 0, newInstancedVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex); //Copy the second part back (after the display object) Array.Copy(instancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount, newInstancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex, instancedVertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount)); instancedVertices = newInstancedVertices; //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the values appropriately. for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < instancedVertices.Length; i++) instancedVertices[i].InstanceIndex--; displayObjects.Remove(displayObject); //Move the subsequent display objects list indices and base vertices/indices. for (int i = displayObject.BatchInformation.BatchListIndex; i < DisplayObjects.Count; i++) { DisplayObjects[i].BatchInformation.BatchListIndex--; DisplayObjects[i].BatchInformation.BaseVertexBufferIndex -= displayObject.BatchInformation.VertexCount; DisplayObjects[i].BatchInformation.BaseIndexBufferIndex -= displayObject.BatchInformation.IndexCount; } // Tell ModelDisplayObject that it got removed (batch, indices). displayObject.ClearBatchReferences(); //If there weren't any vertices, this batch is about to die. if (displayObjects.Count > 0) { vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly); instancingBuffer.SetData(instancedVertices); indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indices); bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer }; } }
protected override void Initialize() { camera = new Camera(); int midX = GraphicsDeviceManager.DefaultBackBufferHeight / 2; int midY = GraphicsDeviceManager.DefaultBackBufferWidth / 2; Mouse.SetPosition(midX, midY); modelDrawer = new InstancedModelDrawer(this); modelDrawer.IsWireframe = true; bepuboundingboxdrawer = new BoundingBoxDrawer(this); bepuDrawer = new BasicEffect(GraphicsDevice); children.Add(camera); ground = new Ground(); children.Add(ground); base.Initialize(); }