// // 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. // #pragma once #include "Sample.h" namespace Urho3D { class Node; class Scene; } /// Huge object count example. /// This sample demonstrates: /// - Creating a scene with 250 x 250 simple objects /// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :) /// - Allowing examination of performance hotspots in the rendering code /// - Using the profiler to measure the time taken to animate the scene /// - Optionally speeding up rendering by grouping objects with the StaticModelGroup component class HugeObjectCount : public Sample { OBJECT(HugeObjectCount); public: /// Construct. HugeObjectCount(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. virtual String GetScreenJoystickPatchString() const { return "" " " " Group" " " " " " " " " " " " " " " " Animation" " " " " " " " " " " " " ""; } private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up a viewport for displaying the scene. void SetupViewport(); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Read input and move the camera. void MoveCamera(float timeStep); /// Animate the scene. void AnimateObjects(float timeStep); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Box scene nodes. Vector > boxNodes_; /// Animation flag. bool animate_; /// Group optimization flag. bool useGroups_; };