Add option to preview model meshes Normals and Tangents in Editor preview

This commit is contained in:
Wojtek Figat
2021-07-22 11:19:54 +02:00
parent 2bf736e351
commit 6eea2cc675
3 changed files with 290 additions and 244 deletions

View File

@@ -48,6 +48,8 @@ namespace FlaxEditor.Viewport.Previews
get => _showNodes;
set
{
if (_showNodes == value)
return;
_showNodes = value;
if (value)
ShowDebugDraw = true;
@@ -64,6 +66,8 @@ namespace FlaxEditor.Viewport.Previews
get => _showBounds;
set
{
if (_showBounds == value)
return;
_showBounds = value;
if (value)
ShowDebugDraw = true;
@@ -80,6 +84,8 @@ namespace FlaxEditor.Viewport.Previews
get => _showFloor;
set
{
if (_showFloor == value)
return;
_showFloor = value;
if (value && !_floorModel)
{

View File

@@ -3,6 +3,8 @@
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Input;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Utilities;
using Object = FlaxEngine.Object;
namespace FlaxEditor.Viewport.Previews
@@ -13,9 +15,10 @@ namespace FlaxEditor.Viewport.Previews
/// <seealso cref="AssetPreview" />
public class ModelPreview : AssetPreview
{
private ContextMenuButton _showBoundsButton;
private StaticModel _previewModel;
private bool _showBounds;
private ContextMenuButton _showBoundsButton, _showCurrentLODButton, _showNormalsButton, _showTangentsButton, _showFloorButton;
private StaticModel _previewModel, _floorModel;
private bool _showBounds, _showCurrentLOD, _showNormals, _showTangents, _showFloor;
private MeshDataCache _meshDatas;
/// <summary>
/// Gets or sets the model asset to preview.
@@ -23,7 +26,19 @@ namespace FlaxEditor.Viewport.Previews
public Model Model
{
get => _previewModel.Model;
set => _previewModel.Model = value;
set
{
if (_previewModel.Model == value)
return;
_previewModel.Model = value;
_meshDatas?.Dispose();
if (_meshDatas != null)
{
_meshDatas.Dispose();
ShowNormals = false;
ShowTangents = false;
}
}
}
/// <summary>
@@ -32,13 +47,15 @@ namespace FlaxEditor.Viewport.Previews
public StaticModel PreviewActor => _previewModel;
/// <summary>
/// Gets or sets a value indicating whether show animated model bounding box debug view.
/// Gets or sets a value indicating whether show model bounding box debug view.
/// </summary>
public bool ShowBounds
{
get => _showBounds;
set
{
if (_showBounds == value)
return;
_showBounds = value;
if (value)
ShowDebugDraw = true;
@@ -47,6 +64,81 @@ namespace FlaxEditor.Viewport.Previews
}
}
/// <summary>
/// Gets or sets a value indicating whether show model geometry normal vectors debug view.
/// </summary>
public bool ShowNormals
{
get => _showNormals;
set
{
if (_showNormals == value)
return;
_showNormals = value;
if (value)
{
ShowDebugDraw = true;
if (_meshDatas == null)
_meshDatas = new MeshDataCache();
_meshDatas.RequestMeshData(_previewModel.Model);
}
if (_showNormalsButton != null)
_showNormalsButton.Checked = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether show model geometry tangent vectors debug view.
/// </summary>
public bool ShowTangents
{
get => _showTangents;
set
{
if (_showTangents == value)
return;
_showTangents = value;
if (value)
{
ShowDebugDraw = true;
if (_meshDatas == null)
_meshDatas = new MeshDataCache();
_meshDatas.RequestMeshData(_previewModel.Model);
}
if (_showTangentsButton != null)
_showTangentsButton.Checked = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether show floor model.
/// </summary>
public bool ShowFloor
{
get => _showFloor;
set
{
if (_showFloor == value)
return;
_showFloor = value;
if (value && !_floorModel)
{
_floorModel = new StaticModel
{
Position = new Vector3(0, -25, 0),
Scale = new Vector3(5, 0.5f, 5),
Model = FlaxEngine.Content.LoadAsync<Model>(StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Primitives/Cube.flax")),
};
}
if (value)
Task.AddCustomActor(_floorModel);
else
Task.RemoveCustomActor(_floorModel);
if (_showFloorButton != null)
_showFloorButton.Checked = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether scale the model to the normalized bounds.
/// </summary>
@@ -61,10 +153,7 @@ namespace FlaxEditor.Viewport.Previews
{
Task.Begin += OnBegin;
// Setup preview scene
_previewModel = new StaticModel();
// Link actors for rendering
Task.AddCustomActor(_previewModel);
if (useWidgets)
@@ -72,6 +161,24 @@ namespace FlaxEditor.Viewport.Previews
// Show Bounds
_showBoundsButton = ViewWidgetShowMenu.AddButton("Bounds", () => ShowBounds = !ShowBounds);
// Show Normals
_showNormalsButton = ViewWidgetShowMenu.AddButton("Normals", () => ShowNormals = !ShowNormals);
// Show Tangents
_showTangentsButton = ViewWidgetShowMenu.AddButton("Tangents", () => ShowTangents = !ShowTangents);
// Show Floor
_showFloorButton = ViewWidgetShowMenu.AddButton("Floor", button => ShowFloor = !ShowFloor);
_showFloorButton.IndexInParent = 1;
// Show current LOD widget
_showCurrentLODButton = ViewWidgetShowMenu.AddButton("Current LOD", button =>
{
_showCurrentLOD = !_showCurrentLOD;
_showCurrentLODButton.Icon = _showCurrentLOD ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
});
_showCurrentLODButton.IndexInParent = 2;
// Preview LOD
{
var previewLOD = ViewWidgetButtonMenu.AddButton("Preview LOD");
@@ -117,6 +224,110 @@ namespace FlaxEditor.Viewport.Previews
{
DebugDraw.DrawWireBox(_previewModel.Box, Color.Violet.RGBMultiplied(0.8f), 0, false);
}
// Draw normals
if (_showNormals && _meshDatas.RequestMeshData(Model))
{
var meshDatas = _meshDatas.MeshDatas;
var lodIndex = ComputeLODIndex(Model);
var lod = meshDatas[lodIndex];
for (int meshIndex = 0; meshIndex < lod.Length; meshIndex++)
{
var meshData = lod[meshIndex];
for (int i = 0; i < meshData.VertexBuffer.Length; i++)
{
ref var v = ref meshData.VertexBuffer[i];
DebugDraw.DrawLine(v.Position, v.Position + v.Normal, Color.Green);
}
}
}
// Draw tangents
if (_showTangents && _meshDatas.RequestMeshData(Model))
{
var meshDatas = _meshDatas.MeshDatas;
var lodIndex = ComputeLODIndex(Model);
var lod = meshDatas[lodIndex];
for (int meshIndex = 0; meshIndex < lod.Length; meshIndex++)
{
var meshData = lod[meshIndex];
for (int i = 0; i < meshData.VertexBuffer.Length; i++)
{
ref var v = ref meshData.VertexBuffer[i];
DebugDraw.DrawLine(v.Position, v.Position + v.Tangent, Color.Blue);
}
}
}
}
private int ComputeLODIndex(Model model)
{
if (PreviewActor.ForcedLOD != -1)
return PreviewActor.ForcedLOD;
// Based on RenderTools::ComputeModelLOD
CreateProjectionMatrix(out var projectionMatrix);
float screenMultiple = 0.5f * Mathf.Max(projectionMatrix.M11, projectionMatrix.M22);
var sphere = PreviewActor.Sphere;
var viewOrigin = ViewPosition;
float distSqr = Vector3.DistanceSquared(ref sphere.Center, ref viewOrigin);
var screenRadiusSquared = Mathf.Square(screenMultiple * sphere.Radius) / Mathf.Max(1.0f, distSqr);
// Check if model is being culled
if (Mathf.Square(model.MinScreenSize * 0.5f) > screenRadiusSquared)
return -1;
// Skip if no need to calculate LOD
if (model.LoadedLODs == 0)
return -1;
var lods = model.LODs;
if (lods.Length == 0)
return -1;
if (lods.Length == 1)
return 0;
// Iterate backwards and return the first matching LOD
for (int lodIndex = lods.Length - 1; lodIndex >= 0; lodIndex--)
{
if (Mathf.Square(lods[lodIndex].ScreenSize * 0.5f) >= screenRadiusSquared)
{
return lodIndex + PreviewActor.LODBias;
}
}
return 0;
}
/// <inheritdoc />
public override void Draw()
{
base.Draw();
if (_showCurrentLOD)
{
var asset = Model;
var lodIndex = ComputeLODIndex(asset);
string text = string.Format("Current LOD: {0}", lodIndex);
if (lodIndex != -1)
{
var lods = asset.LODs;
lodIndex = Mathf.Clamp(lodIndex + PreviewActor.LODBias, 0, lods.Length - 1);
var lod = lods[lodIndex];
int triangleCount = 0, vertexCount = 0;
for (int meshIndex = 0; meshIndex < lod.Meshes.Length; meshIndex++)
{
var mesh = lod.Meshes[meshIndex];
triangleCount += mesh.TriangleCount;
vertexCount += mesh.VertexCount;
}
text += string.Format("\nTriangles: {0:N0}\nVertices: {1:N0}", triangleCount, vertexCount);
}
var font = Style.Current.FontMedium;
var pos = new Vector2(10, 50);
Render2D.DrawText(font, text, new Rectangle(pos + Vector2.One, Size), Color.Black);
Render2D.DrawText(font, text, new Rectangle(pos, Size), Color.White);
}
}
/// <inheritdoc />
@@ -135,8 +346,15 @@ namespace FlaxEditor.Viewport.Previews
/// <inheritdoc />
public override void OnDestroy()
{
// Ensure to cleanup created actor objects
Object.Destroy(ref _floorModel);
Object.Destroy(ref _previewModel);
_showBoundsButton = null;
_showCurrentLODButton = null;
_showNormalsButton = null;
_showTangentsButton = null;
_showFloorButton = null;
_meshDatas?.Dispose();
_meshDatas = null;
base.OnDestroy();
}

View File

@@ -1,23 +1,17 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using System.Xml;
using FlaxEditor.Content;
using FlaxEditor.Content.Import;
using FlaxEditor.CustomEditors;
using FlaxEditor.CustomEditors.Editors;
using FlaxEditor.GUI;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Tabs;
using FlaxEditor.Scripting;
using FlaxEditor.Viewport.Cameras;
using FlaxEditor.Viewport.Previews;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Utilities;
using Object = FlaxEngine.Object;
namespace FlaxEditor.Windows.Assets
@@ -32,87 +26,19 @@ namespace FlaxEditor.Windows.Assets
private sealed class Preview : ModelPreview
{
private readonly ModelWindow _window;
private ContextMenuButton _showFloorButton;
private ContextMenuButton _showCurrentLODButton;
private StaticModel _floorModel;
private bool _showCurrentLOD;
public Preview(ModelWindow window)
: base(true)
{
_window = window;
// Show floor widget
_showFloorButton = ViewWidgetShowMenu.AddButton("Floor", button =>
{
_floorModel.IsActive = !_floorModel.IsActive;
_showFloorButton.Icon = _floorModel.IsActive ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
});
_showFloorButton.IndexInParent = 1;
// Show current LOD widget
_showCurrentLODButton = ViewWidgetShowMenu.AddButton("Current LOD", button =>
{
_showCurrentLOD = !_showCurrentLOD;
_showCurrentLODButton.Icon = _showCurrentLOD ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
});
_showCurrentLODButton.IndexInParent = 2;
// Floor model
_floorModel = new StaticModel
{
Position = new Vector3(0, -25, 0),
Scale = new Vector3(5, 0.5f, 5),
Model = FlaxEngine.Content.LoadAsync<Model>(StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Primitives/Cube.flax")),
IsActive = false
};
Task.AddCustomActor(_floorModel);
// Enable shadows
PreviewLight.ShadowsMode = ShadowsCastingMode.All;
PreviewLight.CascadeCount = 3;
PreviewLight.ShadowsDistance = 2000.0f;
Task.ViewFlags |= ViewFlags.Shadows;
}
private int ComputeLODIndex(Model model)
{
if (PreviewActor.ForcedLOD != -1)
return PreviewActor.ForcedLOD;
// Based on RenderTools::ComputeModelLOD
CreateProjectionMatrix(out var projectionMatrix);
float screenMultiple = 0.5f * Mathf.Max(projectionMatrix.M11, projectionMatrix.M22);
var sphere = PreviewActor.Sphere;
var viewOrigin = ViewPosition;
float distSqr = Vector3.DistanceSquared(ref sphere.Center, ref viewOrigin);
var screenRadiusSquared = Mathf.Square(screenMultiple * sphere.Radius) / Mathf.Max(1.0f, distSqr);
// Check if model is being culled
if (Mathf.Square(model.MinScreenSize * 0.5f) > screenRadiusSquared)
return -1;
// Skip if no need to calculate LOD
if (model.LoadedLODs == 0)
return -1;
var lods = model.LODs;
if (lods.Length == 0)
return -1;
if (lods.Length == 1)
return 0;
// Iterate backwards and return the first matching LOD
for (int lodIndex = lods.Length - 1; lodIndex >= 0; lodIndex--)
{
if (Mathf.Square(lods[lodIndex].ScreenSize * 0.5f) >= screenRadiusSquared)
{
return lodIndex + PreviewActor.LODBias;
}
}
return 0;
}
public override void Draw()
{
base.Draw();
@@ -122,41 +48,7 @@ namespace FlaxEditor.Windows.Assets
if (asset == null || !asset.IsLoaded)
{
Render2D.DrawText(style.FontLarge, "Loading...", new Rectangle(Vector2.Zero, Size), style.ForegroundDisabled, TextAlignment.Center, TextAlignment.Center);
return;
}
if (_showCurrentLOD)
{
var lodIndex = ComputeLODIndex(asset);
string text = string.Format("Current LOD: {0}", lodIndex);
if (lodIndex != -1)
{
var lods = asset.LODs;
lodIndex = Mathf.Clamp(lodIndex + PreviewActor.LODBias, 0, lods.Length - 1);
var lod = lods[lodIndex];
int triangleCount = 0, vertexCount = 0;
for (int meshIndex = 0; meshIndex < lod.Meshes.Length; meshIndex++)
{
var mesh = lod.Meshes[meshIndex];
triangleCount += mesh.TriangleCount;
vertexCount += mesh.VertexCount;
}
text += string.Format("\nTriangles: {0:N0}\nVertices: {1:N0}", triangleCount, vertexCount);
}
var font = Style.Current.FontMedium;
var pos = new Vector2(10, 50);
Render2D.DrawText(font, text, new Rectangle(pos + Vector2.One, Size), Color.Black);
Render2D.DrawText(font, text, new Rectangle(pos, Size), Color.White);
}
}
public override void OnDestroy()
{
Object.Destroy(ref _floorModel);
_showFloorButton = null;
_showCurrentLODButton = null;
base.OnDestroy();
}
}
@@ -495,7 +387,7 @@ namespace FlaxEditor.Windows.Assets
if (_uvChannel == value)
return;
_uvChannel = value;
Window.RequestMeshData();
Window._meshData?.RequestMeshData(Window._asset);
}
}
@@ -634,7 +526,7 @@ namespace FlaxEditor.Windows.Assets
}
}
private void DrawMeshUVs(int meshIndex, MeshData meshData)
private void DrawMeshUVs(int meshIndex, MeshDataCache.MeshData meshData)
{
var uvScale = Size;
if (meshData.IndexBuffer == null || meshData.VertexBuffer == null)
@@ -642,54 +534,54 @@ namespace FlaxEditor.Windows.Assets
var linesColor = _highlightIndex != -1 && _highlightIndex == meshIndex ? Style.Current.BackgroundSelected : Color.White;
switch (_channel)
{
case UVChannel.TexCoord:
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
case UVChannel.TexCoord:
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
{
// Cache triangle indices
int i0 = meshData.IndexBuffer[i + 0];
int i1 = meshData.IndexBuffer[i + 1];
int i2 = meshData.IndexBuffer[i + 2];
// Cache triangle uvs positions and transform positions to output target
Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
Vector2 uv1 = meshData.VertexBuffer[i1].TexCoord * uvScale;
Vector2 uv2 = meshData.VertexBuffer[i2].TexCoord * uvScale;
// Don't draw too small triangles
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
if (area > 10.0f)
{
// Cache triangle indices
int i0 = meshData.IndexBuffer[i + 0];
int i1 = meshData.IndexBuffer[i + 1];
int i2 = meshData.IndexBuffer[i + 2];
// Cache triangle uvs positions and transform positions to output target
Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
Vector2 uv1 = meshData.VertexBuffer[i1].TexCoord * uvScale;
Vector2 uv2 = meshData.VertexBuffer[i2].TexCoord * uvScale;
// Don't draw too small triangles
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
if (area > 10.0f)
{
// Draw triangle
Render2D.DrawLine(uv0, uv1, linesColor);
Render2D.DrawLine(uv1, uv2, linesColor);
Render2D.DrawLine(uv2, uv0, linesColor);
}
// Draw triangle
Render2D.DrawLine(uv0, uv1, linesColor);
Render2D.DrawLine(uv1, uv2, linesColor);
Render2D.DrawLine(uv2, uv0, linesColor);
}
break;
case UVChannel.LightmapUVs:
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
}
break;
case UVChannel.LightmapUVs:
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
{
// Cache triangle indices
int i0 = meshData.IndexBuffer[i + 0];
int i1 = meshData.IndexBuffer[i + 1];
int i2 = meshData.IndexBuffer[i + 2];
// Cache triangle uvs positions and transform positions to output target
Vector2 uv0 = meshData.VertexBuffer[i0].LightmapUVs * uvScale;
Vector2 uv1 = meshData.VertexBuffer[i1].LightmapUVs * uvScale;
Vector2 uv2 = meshData.VertexBuffer[i2].LightmapUVs * uvScale;
// Don't draw too small triangles
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
if (area > 3.0f)
{
// Cache triangle indices
int i0 = meshData.IndexBuffer[i + 0];
int i1 = meshData.IndexBuffer[i + 1];
int i2 = meshData.IndexBuffer[i + 2];
// Cache triangle uvs positions and transform positions to output target
Vector2 uv0 = meshData.VertexBuffer[i0].LightmapUVs * uvScale;
Vector2 uv1 = meshData.VertexBuffer[i1].LightmapUVs * uvScale;
Vector2 uv2 = meshData.VertexBuffer[i2].LightmapUVs * uvScale;
// Don't draw too small triangles
float area = Vector2.TriangleArea(ref uv0, ref uv1, ref uv2);
if (area > 3.0f)
{
// Draw triangle
Render2D.DrawLine(uv0, uv1, linesColor);
Render2D.DrawLine(uv1, uv2, linesColor);
Render2D.DrawLine(uv2, uv0, linesColor);
}
// Draw triangle
Render2D.DrawLine(uv0, uv1, linesColor);
Render2D.DrawLine(uv1, uv2, linesColor);
Render2D.DrawLine(uv2, uv0, linesColor);
}
break;
}
break;
}
}
@@ -701,7 +593,9 @@ namespace FlaxEditor.Windows.Assets
var size = Size;
if (_channel == UVChannel.None || size.MaxValue < 5.0f)
return;
if (!Proxy.Window.RequestMeshData())
if (Proxy.Window._meshData == null)
Proxy.Window._meshData = new MeshDataCache();
if (!Proxy.Window._meshData.RequestMeshData(Proxy.Window._asset))
{
Invalidate();
Render2D.DrawText(Style.Current.FontMedium, "Loading...", new Rectangle(Vector2.Zero, size), Color.White, TextAlignment.Center, TextAlignment.Center);
@@ -710,7 +604,7 @@ namespace FlaxEditor.Windows.Assets
Render2D.PushClip(new Rectangle(Vector2.Zero, size));
var meshDatas = Proxy.Window._meshDatas;
var meshDatas = Proxy.Window._meshData.MeshDatas;
var lodIndex = Mathf.Clamp(_lod, 0, meshDatas.Length - 1);
var lod = meshDatas[lodIndex];
var mesh = Mathf.Clamp(_mesh, -1, lod.Length - 1);
@@ -833,18 +727,9 @@ namespace FlaxEditor.Windows.Assets
}
}
private struct MeshData
{
public int[] IndexBuffer;
public Mesh.Vertex[] VertexBuffer;
}
private readonly ModelPreview _preview;
private StaticModel _highlightActor;
private MeshData[][] _meshDatas;
private bool _meshDatasInProgress;
private bool _meshDatasCancel;
private MeshDataCache _meshData;
/// <inheritdoc />
public ModelWindow(Editor editor, AssetItem item)
@@ -913,68 +798,6 @@ namespace FlaxEditor.Windows.Assets
}
}
private bool RequestMeshData()
{
if (_meshDatasInProgress)
return false;
if (_meshDatas != null)
return true;
_meshDatasInProgress = true;
_meshDatasCancel = false;
Task.Run(new Action(DownloadMeshData));
return false;
}
private void WaitForMeshDataRequestEnd()
{
if (_meshDatasInProgress)
{
_meshDatasCancel = true;
for (int i = 0; i < 500 && _meshDatasInProgress; i++)
Thread.Sleep(10);
}
}
private void DownloadMeshData()
{
try
{
if (!_asset)
{
_meshDatasInProgress = false;
return;
}
var lods = _asset.LODs;
_meshDatas = new MeshData[lods.Length][];
for (int lodIndex = 0; lodIndex < lods.Length && !_meshDatasCancel; lodIndex++)
{
var lod = lods[lodIndex];
var meshes = lod.Meshes;
_meshDatas[lodIndex] = new MeshData[meshes.Length];
for (int meshIndex = 0; meshIndex < meshes.Length && !_meshDatasCancel; meshIndex++)
{
var mesh = meshes[meshIndex];
_meshDatas[lodIndex][meshIndex] = new MeshData
{
IndexBuffer = mesh.DownloadIndexBuffer(),
VertexBuffer = mesh.DownloadVertexBuffer()
};
}
}
}
catch (Exception ex)
{
Editor.LogWarning("Failed to get mesh data. " + ex.Message);
Editor.LogWarning(ex);
}
finally
{
_meshDatasInProgress = false;
}
}
/// <inheritdoc />
public override void Update(float deltaTime)
{
@@ -1024,7 +847,7 @@ namespace FlaxEditor.Windows.Assets
/// <inheritdoc />
protected override void UnlinkItem()
{
WaitForMeshDataRequestEnd();
_meshData?.WaitForMeshDataRequestEnd();
_preview.Model = null;
_highlightActor.Model = null;
@@ -1056,9 +879,7 @@ namespace FlaxEditor.Windows.Assets
public override void OnItemReimported(ContentItem item)
{
// Discard any old mesh data cache
WaitForMeshDataRequestEnd();
_meshDatas = null;
_meshDatasInProgress = false;
_meshData?.Dispose();
base.OnItemReimported(item);
}
@@ -1066,7 +887,8 @@ namespace FlaxEditor.Windows.Assets
/// <inheritdoc />
public override void OnDestroy()
{
WaitForMeshDataRequestEnd();
_meshData?.Dispose();
_meshData = null;
base.OnDestroy();