HugeObjectCount.h 2.8 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
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  22. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Node;
  27. class Scene;
  28. }
  29. /// Huge object count example.
  30. /// This sample demonstrates:
  31. /// - Creating a scene with 250 x 250 simple objects
  32. /// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
  33. /// - Allowing examination of performance hotspots in the rendering code
  34. /// - Using the profiler to measure the time taken to animate the scene
  35. /// - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
  36. class HugeObjectCount : public Sample
  37. {
  38. OBJECT(HugeObjectCount);
  39. public:
  40. /// Construct.
  41. HugeObjectCount(Context* context);
  42. /// Setup after engine initialization and before running the main loop.
  43. virtual void Start();
  44. private:
  45. /// Construct the scene content.
  46. void CreateScene();
  47. /// Construct an instruction text to the UI.
  48. void CreateInstructions();
  49. /// Set up a viewport for displaying the scene.
  50. void SetupViewport();
  51. /// Subscribe to application-wide logic update events.
  52. void SubscribeToEvents();
  53. /// Read input and moves the camera.
  54. void MoveCamera(float timeStep);
  55. /// Animate the scene.
  56. void AnimateObjects(float timeStep);
  57. /// Handle the logic update event.
  58. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  59. /// Scene.
  60. SharedPtr<Scene> scene_;
  61. /// Camera scene node.
  62. SharedPtr<Node> cameraNode_;
  63. /// Box scene nodes.
  64. Vector<SharedPtr<Node> > boxNodes_;
  65. /// Camera yaw angle.
  66. float yaw_;
  67. /// Camera pitch angle.
  68. float pitch_;
  69. /// Animation flag.
  70. bool animate_;
  71. /// Group optimization flag.
  72. bool useGroups_;
  73. };