95 lines
4.0 KiB
C++
95 lines
4.0 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Sample.h"
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namespace Urho3D
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{
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class Node;
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class Scene;
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}
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/// Physics stress test example.
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/// This sample demonstrates:
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/// - Physics and rendering performance with a high (1000) moving object count
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/// - Using triangle meshes for collision
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/// - Optimizing physics simulation by leaving out collision event signaling
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class PhysicsStressTest : public Sample
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{
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URHO3D_OBJECT(PhysicsStressTest, Sample);
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public:
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/// Construct.
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explicit PhysicsStressTest(Context* context);
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/// Setup after engine initialization and before running the main loop.
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void Start() override;
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protected:
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/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
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String GetScreenJoystickPatchString() const override { return
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"<patch>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Spawn</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
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" <attribute name=\"Text\" value=\"LEFT\" />"
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" </element>"
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" </add>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"SPACE\" />"
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" </element>"
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" </add>"
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"</patch>";
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}
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private:
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/// Construct the scene content.
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void CreateScene();
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/// Construct an instruction text to the UI.
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void CreateInstructions();
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/// Set up a viewport for displaying the scene.
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void SetupViewport();
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/// Subscribe to application-wide logic update and post-render update events.
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void SubscribeToEvents();
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/// Read input and moves the camera.
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void MoveCamera(float timeStep);
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/// Spawn a physics object from the camera position.
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void SpawnObject();
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/// Handle the logic update event.
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void HandleUpdate(StringHash eventType, VariantMap& eventData);
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/// Handle the post-render update event.
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void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
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/// Flag for drawing debug geometry.
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bool drawDebug_;
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};
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