Urho3D/Source/Samples/20_HugeObjectCount/HugeObjectCount.cpp

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//
// Copyright (c) 2008-2017 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 <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Core/Profiler.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Material.h>
#include <Urho3D/Graphics/Model.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/StaticModelGroup.h>
#include <Urho3D/Graphics/Zone.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include "HugeObjectCount.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(HugeObjectCount)
HugeObjectCount::HugeObjectCount(Context* context) :
Sample(context),
animate_(false),
useGroups_(false)
{
}
void HugeObjectCount::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();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_RELATIVE);
}
void HugeObjectCount::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
if (!scene_)
scene_ = new Scene(context_);
else
{
scene_->Clear();
boxNodes_.Clear();
}
// 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);
if (!useGroups_)
{
light->SetColor(Color(0.7f, 0.35f, 0.0f));
// Create individual box StaticModels in the scene
for (int y = -125; y < 125; ++y)
{
for (int x = -125; x < 125; ++x)
{
Node* boxNode = scene_->CreateChild("Box");
boxNode->SetPosition(Vector3(x * 0.3f, 0.0f, y * 0.3f));
boxNode->SetScale(0.25f);
StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxNodes_.Push(SharedPtr<Node>(boxNode));
}
}
}
else
{
light->SetColor(Color(0.6f, 0.6f, 0.6f));
light->SetSpecularIntensity(1.5f);
// Create StaticModelGroups in the scene
StaticModelGroup* lastGroup = 0;
for (int y = -125; y < 125; ++y)
{
for (int x = -125; x < 125; ++x)
{
// Create new group if no group yet, or the group has already "enough" objects. The tradeoff is between culling
// accuracy and the amount of CPU processing needed for all the objects. Note that the group's own transform
// does not matter, and it does not render anything if instance nodes are not added to it
if (!lastGroup || lastGroup->GetNumInstanceNodes() >= 25 * 25)
{
Node* boxGroupNode = scene_->CreateChild("BoxGroup");
lastGroup = boxGroupNode->CreateComponent<StaticModelGroup>();
lastGroup->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
}
Node* boxNode = scene_->CreateChild("Box");
boxNode->SetPosition(Vector3(x * 0.3f, 0.0f, y * 0.3f));
boxNode->SetScale(0.25f);
boxNodes_.Push(SharedPtr<Node>(boxNode));
lastGroup->AddInstanceNode(boxNode);
}
}
}
// Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
if (!cameraNode_)
{
cameraNode_ = new Node(context_);
cameraNode_->SetPosition(Vector3(0.0f, 10.0f, -100.0f));
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
}
}
void HugeObjectCount::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\n"
"G to toggle object group optimization"
);
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 HugeObjectCount::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 HugeObjectCount::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(HugeObjectCount, HandleUpdate));
}
void HugeObjectCount::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(KEY_W))
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_S))
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_A))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_D))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void HugeObjectCount::AnimateObjects(float timeStep)
{
URHO3D_PROFILE(AnimateObjects);
const float ROTATE_SPEED = 15.0f;
// Rotate about the Z axis (roll)
Quaternion rotateQuat(ROTATE_SPEED * timeStep, Vector3::FORWARD);
for (unsigned i = 0; i < boxNodes_.Size(); ++i)
boxNodes_[i]->Rotate(rotateQuat);
}
void HugeObjectCount::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_;
// Toggle grouped / ungrouped mode
if (input->GetKeyPress(KEY_G))
{
useGroups_ = !useGroups_;
CreateScene();
}
// Move the camera, scale movement with time step
MoveCamera(timeStep);
// Animate scene if enabled
if (animate_)
AnimateObjects(timeStep);
}