Urho3D/bin/Data/LuaScripts/20_HugeObjectCount.lua
hdunderscore 467c4bd4e8 - Updated sample mouse mode setup.
- (Web) Removed some of the exit engine logic.
2016-03-27 20:01:22 +11:00

227 lines
8.8 KiB
Lua

-- 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
require "LuaScripts/Utilities/Sample"
local boxNodes = {}
local animate = false
local useGroups = false
function 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()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE)
-- Hook up to the frame update events
SubscribeToEvents()
end
function CreateScene()
if scene_ == nil then
scene_ = Scene()
else
scene_:Clear()
boxNodes = {}
end
-- 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
local zoneNode = scene_:CreateChild("Zone")
local zone = zoneNode:CreateComponent("Zone")
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.fogColor = Color(0.2, 0.2, 0.2)
zone.fogStart = 200.0
zone.fogEnd = 300.0
-- Create a directional light
local lightNode = scene_:CreateChild("DirectionalLight")
lightNode.direction = Vector3(-0.6, -1.0, -0.8) -- The direction vector does not need to be normalized
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_DIRECTIONAL
if not useGroups then
light.color = Color(0.7, 0.35, 0.0)
-- Create individual box StaticModels in the scene
for y = -125, 125 do
for x = -125, 125 do
local boxNode = scene_:CreateChild("Box")
boxNode.position = Vector3(x * 0.3, 0.0, y * 0.3)
boxNode:SetScale(0.25)
local boxObject = boxNode:CreateComponent("StaticModel")
boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
table.insert(boxNodes, boxNode)
end
end
else
light.color = Color(0.6, 0.6, 0.6)
light.specularIntensity = 1.5
-- Create StaticModelGroups in the scene
local lastGroup = nil
for y = -125, 125 do
for x = -125, 125 do
-- 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 == nil or lastGroup.numInstanceNodes >= 25 * 25 then
local boxGroupNode = scene_:CreateChild("BoxGroup")
lastGroup = boxGroupNode:CreateComponent("StaticModelGroup")
lastGroup.model = cache:GetResource("Model", "Models/Box.mdl")
end
local boxNode = scene_:CreateChild("Box")
boxNode.position = Vector3(x * 0.3, 0.0, y * 0.3)
boxNode:SetScale(0.25)
table.insert(boxNodes, boxNode)
lastGroup:AddInstanceNode(boxNode)
end
end
end
-- Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
if cameraNode == nil then
cameraNode = Node()
cameraNode.position = Vector3(0.0, 10.0, -100.0)
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 300.0
end
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText:SetText("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)
end
function SetupViewport()
-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
end
function MoveCamera(timeStep)
-- Do not move if the UI has a focused element (the console)
if ui.focusElement ~= nil then
return
end
-- Movement speed as world units per second
local MOVE_SPEED = 20.0
-- Mouse sensitivity as degrees per pixel
local MOUSE_SENSITIVITY = 0.1
-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
local mouseMove = input.mouseMove
yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
pitch = Clamp(pitch, -90.0, 90.0)
-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if input:GetKeyDown(KEY_W) then
cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_S) then
cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_A) then
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_D) then
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
end
function AnimateObjects(timeStep)
local ROTATE_SPEED = 15.0
local delta = ROTATE_SPEED * timeStep
local rotateQuat = Quaternion(delta, Vector3(0.0, 0.0, 1.0))
for i, v in ipairs(boxNodes) do
v:Rotate(rotateQuat)
end
end
function HandleUpdate(eventType, eventData)
-- Take the frame time step, which is stored as a float
local timeStep = eventData["TimeStep"]:GetFloat()
-- Toggle animation with space
if input:GetKeyPress(KEY_SPACE) then
animate = not animate
end
-- Toggle grouped / ungrouped mode
if input:GetKeyPress(KEY_G) then
useGroups = not useGroups
CreateScene()
end
-- Move the camera, scale movement with time step
MoveCamera(timeStep)
-- Animate scene if enabled
if animate then
AnimateObjects(timeStep)
end
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<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>"
end