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- // 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
- // - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
- #include "Scripts/Utilities/Sample.as"
- Array<Node@> boxNodes;
- bool animate = false;
- bool useGroups = false;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // 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 CreateScene()
- {
- if (scene_ is null)
- scene_ = Scene();
- 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.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.fogColor = Color(0.2f, 0.2f, 0.2f);
- zone.fogStart = 200.0f;
- zone.fogEnd = 300.0f;
- // Create a directional light
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(-0.6f, -1.0f, -0.8f); // The direction vector does not need to be normalized
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- if (!useGroups)
- {
- light.color = 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.position = Vector3(x * 0.3f, 0.0f, y * 0.3f);
- boxNode.SetScale(0.25f);
- StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
- boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
- boxNodes.Push(boxNode);
- }
- }
- }
- else
- {
- light.color = Color(0.6f, 0.6f, 0.6f);
- light.specularIntensity = 1.5f;
- // Create StaticModelGroups in the scene
- StaticModelGroup@ lastGroup;
- 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 is null || lastGroup.numInstanceNodes >= 25 * 25)
- {
- Node@ boxGroupNode = scene_.CreateChild("BoxGroup");
- lastGroup = boxGroupNode.CreateComponent("StaticModelGroup");
- lastGroup.model = cache.GetResource("Model", "Models/Box.mdl");
- }
- Node@ boxNode = scene_.CreateChild("Box");
- boxNode.position = Vector3(x * 0.3f, 0.0f, y * 0.3f);
- boxNode.SetScale(0.25f);
- boxNodes.Push(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 is null)
- {
- cameraNode = Node("Camera");
- cameraNode.position = Vector3(0.0f, 10.0f, -100.0f);
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 300.0f;
- }
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text =
- "Use WASD keys and mouse 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.textAlignment = HA_CENTER;
- // Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER;
- instructionText.verticalAlignment = VA_CENTER;
- instructionText.SetPosition(0, ui.root.height / 4);
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- return;
- // 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.mouseMove;
- 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.rotation = Quaternion(pitch, yaw, 0.0f);
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown['W'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['S'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['A'])
- cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['D'])
- cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- }
- void AnimateObjects(float timeStep)
- {
- const float ROTATE_SPEED = 15.0f;
- // Rotate about the Z axis (roll)
- Quaternion rotateQuat(ROTATE_SPEED * timeStep, Vector3(0.0f, 0.0f, 1.0f));
- for (uint i = 0; i < boxNodes.length; ++i)
- boxNodes[i].Rotate(rotateQuat);
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Toggle animation with space
- if (input.keyPress[KEY_SPACE])
- animate = !animate;
- // Toggle grouped / ungrouped mode
- if (input.keyPress['G'])
- {
- useGroups = !useGroups;
- CreateScene();
- }
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- // Animate scene if enabled
- if (animate)
- AnimateObjects(timeStep);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<patch>" +
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Group</replace>" +
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"KeyBinding\" />" +
- " <attribute name=\"Text\" value=\"G\" />" +
- " </element>" +
- " </add>" +
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>" +
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"KeyBinding\" />" +
- " <attribute name=\"Text\" value=\"SPACE\" />" +
- " </element>" +
- " </add>" +
- "</patch>";
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