// // Copyright (c) 2008-2014 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 "StaticModelGroup.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), 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(); } void HugeObjectCount::CreateScene() { ResourceCache* cache = GetSubsystem(); 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(); // Create a Zone for ambient light & fog control Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent(); 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->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(); boxObject->SetModel(cache->GetResource("Models/Box.mdl")); boxNodes_.Push(SharedPtr(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(); lastGroup->SetModel(cache->GetResource("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(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->SetFarClip(300.0f); } } void HugeObjectCount::CreateInstructions() { ResourceCache* cache = GetSubsystem(); UI* ui = GetSubsystem(); // Construct new Text object, set string to display and font to use Text* instructionText = ui->GetRoot()->CreateChild(); 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("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(); // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); 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()->GetFocusElement()) return; Input* input = GetSubsystem(); // 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_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep); if (input->GetKeyDown('S')) cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep); if (input->GetKeyDown('A')) cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input->GetKeyDown('D')) cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); } void HugeObjectCount::AnimateObjects(float timeStep) { 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(); if (input->GetKeyPress(KEY_SPACE)) animate_ = !animate_; // Toggle grouped / ungrouped mode if (input->GetKeyPress('G')) { useGroups_ = !useGroups_; CreateScene(); } // Move the camera, scale movement with time step MoveCamera(timeStep); // Animate scene if enabled if (animate_) AnimateObjects(timeStep); }