SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneAnimSkinnedMass2 Class Reference

Class for skinned animation test scene. More...

#include <AppDemoSceneAnimSkinnedMass2.h>

Inheritance diagram for AppDemoSceneAnimSkinnedMass2:
[legend]

Public Member Functions

 AppDemoSceneAnimSkinnedMass2 ()
 
void registerAssetsToLoad (SLAssetLoader &al) override
 All scene specific assets have to be registered for async loading in here. More...
 
void assemble (SLAssetManager *am, SLSceneView *sv) override
 After parallel loading of the assets the scene gets assembled in here. More...
 
- Public Member Functions inherited from SLScene
 SLScene (const SLstring &name)
 
 ~SLScene () override
 
void initOculus (SLstring shaderDir)
 
void root3D (SLNode *root3D)
 
void root2D (SLNode *root2D)
 
void skybox (SLSkybox *skybox)
 
void stopAnimations (SLbool stop)
 
void info (SLstring i)
 
void loadTimeMS (SLfloat loadTimeMS)
 
SLAnimManageranimManager ()
 
SLAssetManagerassetManager ()
 
SLNoderoot3D ()
 
SLNoderoot2D ()
 
SLSkyboxskybox ()
 
SLstringinfo ()
 
SLfloat elapsedTimeMS () const
 
SLfloat elapsedTimeSec () const
 
SLVEventHandlereventHandlers ()
 
SLfloat loadTimeMS () const
 
SLVLightlights ()
 
SLfloat fps () const
 
AvgFloatframeTimesMS ()
 
AvgFloatupdateTimesMS ()
 
AvgFloatupdateAnimTimesMS ()
 
AvgFloatupdateAABBTimesMS ()
 
AvgFloatupdateDODTimesMS ()
 
SLNodesingleNodeSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLMeshsingleMeshFullSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLVNodeselectedNodes ()
 
SLVMeshselectedMeshes ()
 
SLbool stopAnimations () const
 
SLint numSceneCameras ()
 Returns the number of camera nodes in the scene. More...
 
SLCameranextCameraInScene (SLCamera *activeSVCam)
 Returns the next camera in the scene if there is one. More...
 
bool onUpdate (bool renderTypeIsRT, bool voxelsAreShown, bool forceCPUSkinning)
 Updates animations and AABBs. More...
 
void init (SLAssetManager *am)
 
virtual void unInit ()
 
void selectNodeMesh (SLNode *nodeToSelect, SLMesh *meshToSelect)
 Handles the full mesh selection from double-clicks. More...
 
void deselectAllNodesAndMeshes ()
 Deselects all nodes and its meshes. More...
 
SLGLOculusoculus ()
 
- Public Member Functions inherited from SLObject
 SLObject (const SLstring &Name="", const SLstring &url="")
 
virtual ~SLObject ()
 
void name (const SLstring &Name)
 
void url (const SLstring &url)
 
const SLstringname () const
 
const SLstringurl () const
 

Private Attributes

SLNode_astroboy [_size *_size]
 

Static Private Attributes

static const SLint _size = 20
 

Additional Inherited Members

- Protected Attributes inherited from SLScene
SLVLight _lights
 Vector of all lights. More...
 
SLVEventHandler _eventHandlers
 Vector of all event handler. More...
 
SLAnimManager _animManager
 Animation manager instance. More...
 
SLAssetManager_assetManager
 Pointer to the external assetManager. More...
 
SLNode_root3D
 Root node for 3D scene. More...
 
SLNode_root2D
 Root node for 2D scene displayed in ortho projection. More...
 
SLSkybox_skybox
 pointer to skybox More...
 
SLstring _info
 scene info string More...
 
SLVNode _selectedNodes
 Vector of selected nodes. See SLMesh::selectNodeMesh. More...
 
SLVMesh _selectedMeshes
 Vector of selected meshes. See SLMesh::selectNodeMesh. More...
 
SLfloat _loadTimeMS
 time to load scene in ms More...
 
SLfloat _frameTimeMS
 Last frame time in ms. More...
 
SLfloat _lastUpdateTimeMS
 Last time after update in ms. More...
 
SLfloat _fps
 Averaged no. of frames per second. More...
 
AvgFloat _frameTimesMS
 Averaged total time per frame in ms. More...
 
AvgFloat _updateTimesMS
 Averaged time for update in ms. More...
 
AvgFloat _updateAABBTimesMS
 Averaged time for update the nodes AABB in ms. More...
 
AvgFloat _updateAnimTimesMS
 Averaged time for update the animations in ms. More...
 
AvgFloat _updateDODTimesMS
 Averaged time for update the SLEntities graph. More...
 
SLbool _stopAnimations
 Global flag for stopping all animations. More...
 
std::unique_ptr< SLGLOculus_oculus
 Oculus Rift interface. More...
 
- Protected Attributes inherited from SLObject
SLstring _name
 name of an object More...
 
SLstring _url
 uniform resource locator More...
 

Detailed Description

Class for skinned animation test scene.

Definition at line 20 of file AppDemoSceneAnimSkinnedMass2.h.

Constructor & Destructor Documentation

◆ AppDemoSceneAnimSkinnedMass2()

AppDemoSceneAnimSkinnedMass2::AppDemoSceneAnimSkinnedMass2 ( )

Definition at line 20 of file AppDemoSceneAnimSkinnedMass2.cpp.

21  : SLScene("Mass Skeletal Animation Test Scene")
22 {
23  SLchar name[512];
24  snprintf(name,
25  sizeof(name),
26  "Massive Skinned Animation Benchmark w. %d individual Astroboys",
27  _size * _size);
28  info(name);
29 }
char SLchar
Definition: SL.h:162
const SLstring & name() const
Definition: SLObject.h:38
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneAnimSkinnedMass2::assemble ( SLAssetManager am,
SLSceneView sv 
)
overridevirtual

After parallel loading of the assets the scene gets assembled in here.

Remarks
All scene-specific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread. It is important that all object instantiations within SLScene::assemble do NOT call any OpenGL functions (gl*) because they happen in a parallel thread. All objects that get rendered have to do their initialization when they are used the first time during rendering in the main thread.

Reimplemented from SLScene.

Definition at line 47 of file AppDemoSceneAnimSkinnedMass2.cpp.

49 {
50  // Create materials
51  SLMaterial* m1 = new SLMaterial(am, "m1", SLCol4f::GRAY);
53 
54  // Define a light
55  SLLightSpot* light1 = new SLLightSpot(am,
56  this,
57  100,
58  40,
59  100,
60  1);
61  light1->powers(0.1f, 1.0f, 1.0f);
62  light1->attenuation(1, 0, 0);
63 
64  // Define camera
65  SLCamera* cam1 = new SLCamera;
66  cam1->translation(0, 30, 0);
67  cam1->lookAt(0, 0, 0);
68  cam1->focalDist(cam1->translationOS().length());
69  cam1->background().colors(SLCol4f(0.1f, 0.4f, 0.8f));
70  cam1->setInitialState();
72 
73  // Floor rectangle
74  SLNode* rect = new SLNode(new SLRectangle(am,
75  SLVec2f(-20, -20),
76  SLVec2f(20, 20),
77  SLVec2f(0, 0),
78  SLVec2f(50, 50),
79  50,
80  50,
81  "Floor",
82  m1));
83  rect->rotate(90, -1, 0, 0);
84 
85  // Assemble scene
86  SLNode* scene = new SLNode("scene group");
87  root3D(scene);
88  scene->addChild(light1);
89  scene->addChild(rect);
90  scene->addChild(cam1);
91 
92  // create army with individual astroboys
93  SLfloat offset = 1.0f;
94  SLfloat z = (float)(_size - 1) * offset * 0.5f;
95  SLuint iA = 0;
96 
97  for (SLint iZ = 0; iZ < _size; ++iZ)
98  {
99  SLfloat x = -(float)(_size - 1) * offset * 0.5f;
100 
101  for (SLint iX = 0; iX < _size; ++iX)
102  {
104  anim->playForward();
105  anim->playbackRate(Utils::random(0.5f, 1.5f));
106  _astroboy[iA]->translate(x, 0, z, TS_object);
107  scene->addChild(_astroboy[iA]);
108  x += offset;
109  iA++;
110  }
111  z -= offset;
112  }
113 
114  sv->camera(cam1);
115 }
float SLfloat
Definition: SL.h:173
unsigned int SLuint
Definition: SL.h:171
int SLint
Definition: SL.h:170
@ TS_object
Definition: SLEnums.h:210
SLVec2< SLfloat > SLVec2f
Definition: SLVec2.h:141
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
SLAnimPlayback * animPlaybackByIndex(SLuint ix)
Definition: SLAnimManager.h:49
Manages the playback of an SLAnimation.
SLfloat playbackRate() const
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
Active or visible camera node class.
Definition: SLCamera.h:54
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
Definition: SLLight.h:74
SLLightSpot class for a spot light source.
Definition: SLLightSpot.h:36
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
void specular(const SLCol4f &spec)
Definition: SLMaterial.h:173
SLNode represents a node in a hierarchical scene graph.
Definition: SLNode.h:147
void addChild(SLNode *child)
Definition: SLNode.cpp:207
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
Definition: SLNode.cpp:828
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
SLVec3f translationOS() const
Definition: SLNode.h:468
void setInitialState()
Definition: SLNode.cpp:1084
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
Definition: SLNode.h:652
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
SLRectangle creates a rectangular mesh with a certain resolution.
Definition: SLRectangle.h:29
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
SLAnimManager & animManager()
Definition: SLScene.h:97
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69
void camera(SLCamera *camera)
Definition: SLSceneView.h:145
T length() const
Definition: SLVec3.h:122
static SLVec4 BLACK
Definition: SLVec4.h:213
static SLVec4 GRAY
Definition: SLVec4.h:214
float random(float min, float max)
Returns a uniform distributed random float number between min and max.
Definition: Utils.h:265

◆ registerAssetsToLoad()

void AppDemoSceneAnimSkinnedMass2::registerAssetsToLoad ( SLAssetLoader al)
overridevirtual

All scene specific assets have to be registered for async loading in here.

All assets the should be loaded in parallel must be registered in here.

Remarks
All scene sspecific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread.

Reimplemented from SLScene.

Definition at line 32 of file AppDemoSceneAnimSkinnedMass2.cpp.

33 {
34  SLuint iA = 0;
35  for (SLint iZ = 0; iZ < _size; ++iZ)
36  {
37  for (SLint iX = 0; iX < _size; ++iX)
38  {
39  al.addNodeToLoad(_astroboy[iA++],
41  "DAE/AstroBoy/AstroBoy.dae");
42  }
43  }
44 }
static SLstring modelPath
Path to 3D models.
Definition: AppCommon.h:85
void addNodeToLoad(SLNode *&node, const SLstring &modelPath, SLSkybox *skybox=nullptr, SLbool deleteTexImgAfterBuild=false, SLbool loadMeshesOnly=true, SLMaterial *overrideMat=nullptr, float ambientFactor=0.5f, SLbool forceCookTorranceRM=false, SLuint flags=SLProcess_Triangulate|SLProcess_JoinIdenticalVertices|SLProcess_RemoveRedundantMaterials|SLProcess_FindDegenerates|SLProcess_FindInvalidData|SLProcess_SplitLargeMeshes)
Add mesh from file to load via assimp loader.

Member Data Documentation

◆ _astroboy

SLNode* AppDemoSceneAnimSkinnedMass2::_astroboy[_size *_size]
private

Definition at line 50 of file AppDemoSceneAnimSkinnedMass2.h.

◆ _size

const SLint AppDemoSceneAnimSkinnedMass2::_size = 20
staticprivate

Definition at line 48 of file AppDemoSceneAnimSkinnedMass2.h.


The documentation for this class was generated from the following files: