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- //
- // Copyright (c) 2008-2015 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>
- 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<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, 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_->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<Input>();
- 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);
- }
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