272 строки
9.7 KiB
C++
272 строки
9.7 KiB
C++
//
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// Copyright (c) 2008-2017 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Core/Profiler.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/StaticModelGroup.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "HugeObjectCount.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(HugeObjectCount)
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HugeObjectCount::HugeObjectCount(Context* context) :
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Sample(context),
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animate_(false),
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useGroups_(false)
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{
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}
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void HugeObjectCount::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void HugeObjectCount::CreateScene()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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if (!scene_)
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scene_ = new Scene(context_);
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else
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{
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scene_->Clear();
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boxNodes_.Clear();
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}
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// Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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// (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_->CreateComponent<Octree>();
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// Create a Zone for ambient light & fog control
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Node* zoneNode = scene_->CreateChild("Zone");
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Zone* zone = zoneNode->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
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zone->SetFogStart(200.0f);
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zone->SetFogEnd(300.0f);
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// Create a directional light
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(-0.6f, -1.0f, -0.8f)); // The direction vector does not need to be normalized
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Light* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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if (!useGroups_)
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{
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light->SetColor(Color(0.7f, 0.35f, 0.0f));
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// Create individual box StaticModels in the scene
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for (int y = -125; y < 125; ++y)
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{
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for (int x = -125; x < 125; ++x)
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{
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Node* boxNode = scene_->CreateChild("Box");
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boxNode->SetPosition(Vector3(x * 0.3f, 0.0f, y * 0.3f));
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boxNode->SetScale(0.25f);
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StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
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boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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boxNodes_.Push(SharedPtr<Node>(boxNode));
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}
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}
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}
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else
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{
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light->SetColor(Color(0.6f, 0.6f, 0.6f));
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light->SetSpecularIntensity(1.5f);
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// Create StaticModelGroups in the scene
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StaticModelGroup* lastGroup = 0;
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for (int y = -125; y < 125; ++y)
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{
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for (int x = -125; x < 125; ++x)
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{
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// Create new group if no group yet, or the group has already "enough" objects. The tradeoff is between culling
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// accuracy and the amount of CPU processing needed for all the objects. Note that the group's own transform
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// does not matter, and it does not render anything if instance nodes are not added to it
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if (!lastGroup || lastGroup->GetNumInstanceNodes() >= 25 * 25)
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{
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Node* boxGroupNode = scene_->CreateChild("BoxGroup");
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lastGroup = boxGroupNode->CreateComponent<StaticModelGroup>();
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lastGroup->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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}
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Node* boxNode = scene_->CreateChild("Box");
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boxNode->SetPosition(Vector3(x * 0.3f, 0.0f, y * 0.3f));
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boxNode->SetScale(0.25f);
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boxNodes_.Push(SharedPtr<Node>(boxNode));
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lastGroup->AddInstanceNode(boxNode);
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}
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}
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}
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// Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
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if (!cameraNode_)
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{
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cameraNode_ = new Node(context_);
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cameraNode_->SetPosition(Vector3(0.0f, 10.0f, -100.0f));
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Camera* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(300.0f);
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}
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}
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void HugeObjectCount::CreateInstructions()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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UI* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText(
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"Use WASD keys and mouse/touch to move\n"
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"Space to toggle animation\n"
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"G to toggle object group optimization"
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);
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// The text has multiple rows. Center them in relation to each other
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instructionText->SetTextAlignment(HA_CENTER);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void HugeObjectCount::SetupViewport()
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{
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Renderer* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void HugeObjectCount::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(HugeObjectCount, HandleUpdate));
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}
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void HugeObjectCount::MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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Input* input = GetSubsystem<Input>();
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if (input->GetKeyDown(KEY_W))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void HugeObjectCount::AnimateObjects(float timeStep)
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{
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URHO3D_PROFILE(AnimateObjects);
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const float ROTATE_SPEED = 15.0f;
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// Rotate about the Z axis (roll)
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Quaternion rotateQuat(ROTATE_SPEED * timeStep, Vector3::FORWARD);
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for (unsigned i = 0; i < boxNodes_.Size(); ++i)
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boxNodes_[i]->Rotate(rotateQuat);
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}
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void HugeObjectCount::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Toggle animation with space
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Input* input = GetSubsystem<Input>();
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if (input->GetKeyPress(KEY_SPACE))
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animate_ = !animate_;
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// Toggle grouped / ungrouped mode
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if (input->GetKeyPress(KEY_G))
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{
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useGroups_ = !useGroups_;
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CreateScene();
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}
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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// Animate scene if enabled
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if (animate_)
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AnimateObjects(timeStep);
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}
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