|
|
@@ -0,0 +1,216 @@
|
|
|
+//
|
|
|
+// Copyright (c) 2008-2013 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 "Camera.h"
|
|
|
+#include "CoreEvents.h"
|
|
|
+#include "Engine.h"
|
|
|
+#include "Font.h"
|
|
|
+#include "Graphics.h"
|
|
|
+#include "Input.h"
|
|
|
+#include "Material.h"
|
|
|
+#include "Model.h"
|
|
|
+#include "Octree.h"
|
|
|
+#include "Profiler.h"
|
|
|
+#include "Renderer.h"
|
|
|
+#include "ResourceCache.h"
|
|
|
+#include "Scene.h"
|
|
|
+#include "StaticModel.h"
|
|
|
+#include "Text.h"
|
|
|
+#include "UI.h"
|
|
|
+#include "Zone.h"
|
|
|
+
|
|
|
+#include "HugeObjectCount.h"
|
|
|
+
|
|
|
+#include "DebugNew.h"
|
|
|
+
|
|
|
+DEFINE_APPLICATION_MAIN(HugeObjectCount)
|
|
|
+
|
|
|
+HugeObjectCount::HugeObjectCount(Context* context) :
|
|
|
+ Sample(context),
|
|
|
+ yaw_(0.0f),
|
|
|
+ pitch_(0.0f),
|
|
|
+ animate_(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();
|
|
|
+}
|
|
|
+
|
|
|
+void HugeObjectCount::CreateScene()
|
|
|
+{
|
|
|
+ ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
+
|
|
|
+ scene_ = new Scene(context_);
|
|
|
+
|
|
|
+ // 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(0.5f, -1.0f, 0.5f)); // The direction vector does not need to be normalized
|
|
|
+ Light* light = lightNode->CreateComponent<Light>();
|
|
|
+ light->SetLightType(LIGHT_DIRECTIONAL);
|
|
|
+ light->SetColor(Color(0.7f, 0.35f, 0.0f));
|
|
|
+
|
|
|
+ // Create 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));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create the camera
|
|
|
+ cameraNode_ = scene_->CreateChild("Camera");
|
|
|
+ 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 to move\n"
|
|
|
+ "Space to toggle animation"
|
|
|
+ );
|
|
|
+ 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, 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('W'))
|
|
|
+ cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
|
|
+ if (input->GetKeyDown('S'))
|
|
|
+ cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
|
|
|
+ if (input->GetKeyDown('A'))
|
|
|
+ cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
|
|
|
+ if (input->GetKeyDown('D'))
|
|
|
+ cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
|
|
+}
|
|
|
+
|
|
|
+void HugeObjectCount::AnimateObjects(float timeStep)
|
|
|
+{
|
|
|
+ PROFILE(AnimateObjects);
|
|
|
+
|
|
|
+ const float ROTATE_SPEED = 15.0f;
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < boxNodes_.Size(); ++i)
|
|
|
+ boxNodes_[i]->Roll(ROTATE_SPEED * timeStep);
|
|
|
+}
|
|
|
+
|
|
|
+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_;
|
|
|
+
|
|
|
+ // Move the camera, scale movement with time step
|
|
|
+ MoveCamera(timeStep);
|
|
|
+
|
|
|
+ // Animate scene if enabled
|
|
|
+ if (animate_)
|
|
|
+ AnimateObjects(timeStep);
|
|
|
+}
|