Urho3D/bin/Data/Scripts/20_HugeObjectCount.as
2017-04-09 22:17:34 +03:00

238 lines
8.9 KiB
ActionScript

// 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();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE);
// 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[KEY_W])
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * 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::FORWARD);
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[KEY_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>";