238 lines
8.9 KiB
ActionScript
238 lines
8.9 KiB
ActionScript
// Huge object count example.
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// This sample demonstrates:
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// - Creating a scene with 250 x 250 simple objects
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// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
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// - Allowing examination of performance hotspots in the rendering code
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// - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
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#include "Scripts/Utilities/Sample.as"
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Array<Node@> boxNodes;
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bool animate = false;
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bool useGroups = false;
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE);
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// Hook up to the frame update events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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if (scene_ is null)
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scene_ = Scene();
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else
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{
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scene_.Clear();
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boxNodes.Clear();
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}
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// Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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// (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_.CreateComponent("Octree");
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// Create a Zone for ambient light & fog control
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Node@ zoneNode = scene_.CreateChild("Zone");
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Zone@ zone = zoneNode.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.fogColor = Color(0.2f, 0.2f, 0.2f);
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zone.fogStart = 200.0f;
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zone.fogEnd = 300.0f;
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// Create a directional light
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Node@ lightNode = scene_.CreateChild("DirectionalLight");
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lightNode.direction = Vector3(-0.6f, -1.0f, -0.8f); // The direction vector does not need to be normalized
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Light@ light = lightNode.CreateComponent("Light");
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light.lightType = LIGHT_DIRECTIONAL;
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if (!useGroups)
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{
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light.color = Color(0.7f, 0.35f, 0.0f);
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// Create individual box StaticModels in the scene
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for (int y = -125; y < 125; ++y)
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{
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for (int x = -125; x < 125; ++x)
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{
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Node@ boxNode = scene_.CreateChild("Box");
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boxNode.position = Vector3(x * 0.3f, 0.0f, y * 0.3f);
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boxNode.SetScale(0.25f);
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StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
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boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
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boxNodes.Push(boxNode);
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}
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}
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}
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else
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{
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light.color = Color(0.6f, 0.6f, 0.6f);
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light.specularIntensity = 1.5f;
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// Create StaticModelGroups in the scene
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StaticModelGroup@ lastGroup;
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for (int y = -125; y < 125; ++y)
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{
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for (int x = -125; x < 125; ++x)
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{
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// Create new group if no group yet, or the group has already "enough" objects. The tradeoff is between culling
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// accuracy and the amount of CPU processing needed for all the objects. Note that the group's own transform
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// does not matter, and it does not render anything if instance nodes are not added to it
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if (lastGroup is null || lastGroup.numInstanceNodes >= 25 * 25)
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{
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Node@ boxGroupNode = scene_.CreateChild("BoxGroup");
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lastGroup = boxGroupNode.CreateComponent("StaticModelGroup");
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lastGroup.model = cache.GetResource("Model", "Models/Box.mdl");
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}
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Node@ boxNode = scene_.CreateChild("Box");
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boxNode.position = Vector3(x * 0.3f, 0.0f, y * 0.3f);
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boxNode.SetScale(0.25f);
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boxNodes.Push(boxNode);
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lastGroup.AddInstanceNode(boxNode);
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}
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}
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}
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// Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
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if (cameraNode is null)
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{
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cameraNode = Node("Camera");
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cameraNode.position = Vector3(0.0f, 10.0f, -100.0f);
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Camera@ camera = cameraNode.CreateComponent("Camera");
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camera.farClip = 300.0f;
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}
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text =
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"Use WASD keys and mouse to move\n"
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"Space to toggle animation\n"
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"G to toggle object group optimization";
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instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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// The text has multiple rows. Center them in relation to each other
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instructionText.textAlignment = HA_CENTER;
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// Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER;
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instructionText.verticalAlignment = VA_CENTER;
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instructionText.SetPosition(0, ui.root.height / 4);
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}
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void SetupViewport()
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{
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate");
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}
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void MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (ui.focusElement !is null)
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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IntVector2 mouseMove = input.mouseMove;
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yaw += MOUSE_SENSITIVITY * mouseMove.x;
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pitch += MOUSE_SENSITIVITY * mouseMove.y;
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pitch = Clamp(pitch, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if (input.keyDown[KEY_W])
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cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void AnimateObjects(float timeStep)
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{
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const float ROTATE_SPEED = 15.0f;
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// Rotate about the Z axis (roll)
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Quaternion rotateQuat(ROTATE_SPEED * timeStep, Vector3::FORWARD);
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for (uint i = 0; i < boxNodes.length; ++i)
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boxNodes[i].Rotate(rotateQuat);
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float timeStep = eventData["TimeStep"].GetFloat();
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// Toggle animation with space
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if (input.keyPress[KEY_SPACE])
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animate = !animate;
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// Toggle grouped / ungrouped mode
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if (input.keyPress[KEY_G])
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{
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useGroups = !useGroups;
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CreateScene();
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}
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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// Animate scene if enabled
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if (animate)
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AnimateObjects(timeStep);
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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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\">Group</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=\"KeyBinding\" />" +
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" <attribute name=\"Text\" value=\"G\" />" +
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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\">Animation</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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