2026-02-10 16:15:11 +08:00
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#include <cmath>
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#include <extra2d/extra2d.h>
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#include <iomanip>
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#include <random>
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#include <sstream>
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using namespace extra2d;
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// ============================================================================
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// 性能统计
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// ============================================================================
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struct PerformanceStats {
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double updateTime = 0.0;
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double collisionTime = 0.0;
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double renderTime = 0.0;
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size_t collisionCount = 0;
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size_t nodeCount = 0;
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const char *strategyName = "Unknown";
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};
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// ============================================================================
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// 碰撞节点 - 使用引擎自带的空间索引功能
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// ============================================================================
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class PhysicsNode : public Node {
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public:
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PhysicsNode(float size, const Color &color, int id)
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: size_(size), color_(color), id_(id), isColliding_(false) {
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// 启用引擎自带的空间索引功能
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// 这是关键:设置 spatialIndexed_ = true 让节点参与空间索引
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setSpatialIndexed(true);
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// 随机速度
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std::random_device rd;
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std::mt19937 gen(rd() + id);
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std::uniform_real_distribution<float> velDist(-150.0f, 150.0f);
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velocity_ = Vec2(velDist(gen), velDist(gen));
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}
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void setColliding(bool colliding) { isColliding_ = colliding; }
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bool isColliding() const { return isColliding_; }
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int getId() const { return id_; }
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// 必须实现 getBoundingBox() 才能参与空间索引碰撞检测
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Rect getBoundingBox() const override {
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Vec2 pos = getPosition();
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return Rect(pos.x - size_ / 2, pos.y - size_ / 2, size_, size_);
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}
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void update(float dt, float screenWidth, float screenHeight) {
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Vec2 pos = getPosition();
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pos = pos + velocity_ * dt;
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// 边界反弹
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if (pos.x < size_ / 2 || pos.x > screenWidth - size_ / 2) {
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velocity_.x = -velocity_.x;
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pos.x = std::clamp(pos.x, size_ / 2, screenWidth - size_ / 2);
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}
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if (pos.y < size_ / 2 || pos.y > screenHeight - size_ / 2) {
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velocity_.y = -velocity_.y;
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pos.y = std::clamp(pos.y, size_ / 2, screenHeight - size_ / 2);
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}
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setPosition(pos);
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}
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void onRender(RenderBackend &renderer) override {
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Vec2 pos = getPosition();
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// 碰撞时变红色
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Color fillColor = isColliding_ ? Color(1.0f, 0.2f, 0.2f, 0.9f) : color_;
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renderer.fillRect(Rect(pos.x - size_ / 2, pos.y - size_ / 2, size_, size_),
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fillColor);
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// 绘制边框
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Color borderColor = isColliding_ ? Color(1.0f, 0.0f, 0.0f, 1.0f)
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: Color(0.3f, 0.3f, 0.3f, 0.5f);
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renderer.drawRect(Rect(pos.x - size_ / 2, pos.y - size_ / 2, size_, size_),
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borderColor, 1.0f);
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}
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private:
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float size_;
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Color color_;
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int id_;
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bool isColliding_;
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Vec2 velocity_;
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};
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// ============================================================================
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// 空间索引演示场景
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// ============================================================================
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class SpatialIndexDemoScene : public Scene {
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public:
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void onEnter() override {
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2026-02-10 17:42:40 +08:00
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// 必须先调用父类的 onEnter(),这样才能正确设置 running_ 状态
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// 并触发子节点的 onAttachToScene,将节点注册到空间索引
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Scene::onEnter();
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2026-02-10 16:15:11 +08:00
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E2D_LOG_INFO("SpatialIndexDemoScene::onEnter - 引擎空间索引演示");
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auto &app = Application::instance();
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screenWidth_ = static_cast<float>(app.getConfig().width);
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screenHeight_ = static_cast<float>(app.getConfig().height);
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// 设置背景色
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setBackgroundColor(Color(0.05f, 0.05f, 0.1f, 1.0f));
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// 创建100个碰撞节点
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createNodes(100);
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// 加载字体
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loadFonts();
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E2D_LOG_INFO("创建了 {} 个碰撞节点", nodes_.size());
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E2D_LOG_INFO("空间索引已启用: {}", isSpatialIndexingEnabled());
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}
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void onUpdate(float dt) override {
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Scene::onUpdate(dt);
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auto startTime = std::chrono::high_resolution_clock::now();
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// 更新所有节点位置
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for (auto &node : nodes_) {
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node->update(dt, screenWidth_, screenHeight_);
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}
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auto updateEndTime = std::chrono::high_resolution_clock::now();
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stats_.updateTime =
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std::chrono::duration<double, std::milli>(updateEndTime - startTime)
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.count();
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// 使用引擎自带的空间索引进行碰撞检测
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performCollisionDetection();
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auto collisionEndTime = std::chrono::high_resolution_clock::now();
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stats_.collisionTime = std::chrono::duration<double, std::milli>(
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collisionEndTime - updateEndTime)
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.count();
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stats_.nodeCount = nodes_.size();
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// 获取当前使用的空间索引策略
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stats_.strategyName = getSpatialManager().getStrategyName();
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// 检查退出按键
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auto &input = Application::instance().input();
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if (input.isButtonPressed(SDL_CONTROLLER_BUTTON_START)) {
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E2D_LOG_INFO("退出应用");
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Application::instance().quit();
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}
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// 按A键添加节点
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if (input.isButtonPressed(SDL_CONTROLLER_BUTTON_A)) {
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addNodes(100);
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}
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// 按B键减少节点
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if (input.isButtonPressed(SDL_CONTROLLER_BUTTON_B)) {
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removeNodes(100);
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}
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// 按X键切换空间索引策略
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if (input.isButtonPressed(SDL_CONTROLLER_BUTTON_X)) {
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toggleSpatialStrategy();
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}
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}
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void onRender(RenderBackend &renderer) override {
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Scene::onRender(renderer);
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auto renderStart = std::chrono::high_resolution_clock::now();
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// 节点渲染由Scene自动处理
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auto renderEnd = std::chrono::high_resolution_clock::now();
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stats_.renderTime =
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std::chrono::duration<double, std::milli>(renderEnd - renderStart)
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.count();
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// 绘制UI
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drawUI(renderer);
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}
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private:
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/**
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* @brief 加载字体资源
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*/
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void loadFonts() {
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auto &resources = Application::instance().resources();
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2026-02-10 17:40:15 +08:00
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titleFont_ = resources.loadFont("assets/font.ttf", 28, true);
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infoFont_ = resources.loadFont("assets/font.ttf", 16, true);
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2026-02-10 16:15:11 +08:00
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}
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/**
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* @brief 创建指定数量的节点
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*/
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void createNodes(size_t count) {
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_real_distribution<float> posX(50.0f, screenWidth_ - 50.0f);
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std::uniform_real_distribution<float> posY(50.0f, screenHeight_ - 50.0f);
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std::uniform_real_distribution<float> colorR(0.2f, 0.9f);
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std::uniform_real_distribution<float> colorG(0.2f, 0.9f);
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std::uniform_real_distribution<float> colorB(0.2f, 0.9f);
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for (size_t i = 0; i < count; ++i) {
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Color color(colorR(gen), colorG(gen), colorB(gen), 0.7f);
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auto node = makePtr<PhysicsNode>(20.0f, color, static_cast<int>(i));
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node->setPosition(Vec2(posX(gen), posY(gen)));
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addChild(node);
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nodes_.push_back(node);
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}
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}
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/**
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* @brief 添加节点
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*/
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void addNodes(size_t count) {
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size_t currentCount = nodes_.size();
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if (currentCount + count > 5000) {
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E2D_LOG_WARN("节点数量已达上限(5000)");
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return;
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}
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createNodes(count);
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E2D_LOG_INFO("添加 {} 个节点,当前总数: {}", count, nodes_.size());
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}
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/**
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* @brief 移除节点
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*/
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void removeNodes(size_t count) {
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if (count >= nodes_.size()) {
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count = nodes_.size();
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}
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if (count == 0)
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return;
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for (size_t i = 0; i < count; ++i) {
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removeChild(nodes_.back());
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nodes_.pop_back();
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}
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E2D_LOG_INFO("移除 {} 个节点,当前总数: {}", count, nodes_.size());
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}
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/**
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* @brief 切换空间索引策略
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*/
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void toggleSpatialStrategy() {
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auto &spatialManager = getSpatialManager();
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SpatialStrategy currentStrategy = spatialManager.getCurrentStrategy();
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if (currentStrategy == SpatialStrategy::QuadTree) {
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spatialManager.setStrategy(SpatialStrategy::SpatialHash);
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E2D_LOG_INFO("切换到空间哈希策略");
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} else {
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spatialManager.setStrategy(SpatialStrategy::QuadTree);
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E2D_LOG_INFO("切换到四叉树策略");
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}
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}
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/**
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* @brief 使用引擎自带的空间索引进行碰撞检测
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*
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* 关键方法:
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* - Scene::queryCollisions() - 查询场景中所有碰撞的节点对
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* - SpatialManager::queryCollisions() - 空间管理器的碰撞检测
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*/
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void performCollisionDetection() {
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// 清除之前的碰撞状态
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for (auto &node : nodes_) {
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node->setColliding(false);
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}
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// 使用引擎自带的空间索引进行碰撞检测
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// 这是核心:Scene::queryCollisions() 会自动使用 SpatialManager
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auto collisions = queryCollisions();
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stats_.collisionCount = collisions.size();
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// 标记碰撞的节点
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for (const auto &[nodeA, nodeB] : collisions) {
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if (auto boxA = dynamic_cast<PhysicsNode *>(nodeA)) {
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boxA->setColliding(true);
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}
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if (auto boxB = dynamic_cast<PhysicsNode *>(nodeB)) {
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boxB->setColliding(true);
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}
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}
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}
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/**
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* @brief 绘制UI界面
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*/
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void drawUI(RenderBackend &renderer) {
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if (!titleFont_ || !infoFont_)
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return;
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auto &app = Application::instance();
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// 绘制标题
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renderer.drawText(*titleFont_, "引擎空间索引演示", Vec2(30.0f, 20.0f),
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Color(1.0f, 1.0f, 1.0f, 1.0f));
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// 绘制性能统计
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std::stringstream ss;
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float x = 30.0f;
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float y = 60.0f;
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float lineHeight = 22.0f;
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ss << "节点数量: " << stats_.nodeCount;
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renderer.drawText(*infoFont_, ss.str(), Vec2(x, y),
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Color(0.9f, 0.9f, 0.9f, 1.0f));
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y += lineHeight;
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ss.str("");
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ss << "索引策略: " << stats_.strategyName;
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renderer.drawText(*infoFont_, ss.str(), Vec2(x, y),
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Color(0.5f, 1.0f, 0.5f, 1.0f));
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y += lineHeight;
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ss.str("");
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ss << "碰撞对数: " << stats_.collisionCount;
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renderer.drawText(*infoFont_, ss.str(), Vec2(x, y),
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Color(1.0f, 0.5f, 0.5f, 1.0f));
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y += lineHeight;
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ss.str("");
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ss << std::fixed << std::setprecision(2);
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ss << "更新时间: " << stats_.updateTime << " ms";
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renderer.drawText(*infoFont_, ss.str(), Vec2(x, y),
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Color(0.8f, 0.8f, 0.8f, 1.0f));
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y += lineHeight;
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ss.str("");
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ss << "碰撞检测: " << stats_.collisionTime << " ms";
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renderer.drawText(*infoFont_, ss.str(), Vec2(x, y),
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Color(0.8f, 0.8f, 0.8f, 1.0f));
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y += lineHeight;
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ss.str("");
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ss << "渲染时间: " << stats_.renderTime << " ms";
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renderer.drawText(*infoFont_, ss.str(), Vec2(x, y),
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Color(0.8f, 0.8f, 0.8f, 1.0f));
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y += lineHeight;
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ss.str("");
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ss << "FPS: " << app.fps();
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renderer.drawText(*infoFont_, ss.str(), Vec2(x, y),
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Color(0.5f, 1.0f, 0.5f, 1.0f));
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y += lineHeight * 1.5f;
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// 绘制操作说明
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|
renderer.drawText(*infoFont_, "操作说明:", Vec2(x, y),
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Color(1.0f, 1.0f, 0.5f, 1.0f));
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y += lineHeight;
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renderer.drawText(*infoFont_, "A键 - 添加100个节点", Vec2(x + 10, y),
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Color(0.8f, 0.8f, 0.8f, 1.0f));
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y += lineHeight;
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|
renderer.drawText(*infoFont_, "B键 - 移除100个节点", Vec2(x + 10, y),
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|
Color(0.8f, 0.8f, 0.8f, 1.0f));
|
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|
|
y += lineHeight;
|
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|
|
renderer.drawText(*infoFont_, "X键 - 切换索引策略", Vec2(x + 10, y),
|
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|
|
Color(0.8f, 0.8f, 0.8f, 1.0f));
|
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|
|
y += lineHeight;
|
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|
|
renderer.drawText(*infoFont_, "+键 - 退出程序", Vec2(x + 10, y),
|
|
|
|
|
|
Color(0.8f, 0.8f, 0.8f, 1.0f));
|
|
|
|
|
|
|
|
|
|
|
|
// 绘制图例
|
|
|
|
|
|
float legendX = screenWidth_ - 200.0f;
|
|
|
|
|
|
float legendY = 20.0f;
|
|
|
|
|
|
renderer.drawText(*infoFont_, "图例:", Vec2(legendX, legendY),
|
|
|
|
|
|
Color(1.0f, 1.0f, 1.0f, 1.0f));
|
|
|
|
|
|
legendY += 25.0f;
|
|
|
|
|
|
|
|
|
|
|
|
renderer.fillRect(Rect(legendX, legendY, 15.0f, 15.0f),
|
|
|
|
|
|
Color(0.5f, 0.5f, 0.9f, 0.7f));
|
|
|
|
|
|
renderer.drawText(*infoFont_, "- 正常", Vec2(legendX + 20.0f, legendY),
|
|
|
|
|
|
Color(0.8f, 0.8f, 0.8f, 1.0f));
|
|
|
|
|
|
legendY += 25.0f;
|
|
|
|
|
|
|
|
|
|
|
|
renderer.fillRect(Rect(legendX, legendY, 15.0f, 15.0f),
|
|
|
|
|
|
Color(1.0f, 0.2f, 0.2f, 0.9f));
|
|
|
|
|
|
renderer.drawText(*infoFont_, "- 碰撞中", Vec2(legendX + 20.0f, legendY),
|
|
|
|
|
|
Color(0.8f, 0.8f, 0.8f, 1.0f));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::vector<Ptr<PhysicsNode>> nodes_;
|
|
|
|
|
|
PerformanceStats stats_;
|
|
|
|
|
|
float screenWidth_ = 1280.0f;
|
|
|
|
|
|
float screenHeight_ = 720.0f;
|
|
|
|
|
|
|
|
|
|
|
|
Ptr<FontAtlas> titleFont_;
|
|
|
|
|
|
Ptr<FontAtlas> infoFont_;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
// 程序入口
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
int main(int argc, char **argv)
|
|
|
|
|
|
{
|
|
|
|
|
|
Logger::init();
|
|
|
|
|
|
Logger::setLevel(LogLevel::Debug);
|
|
|
|
|
|
|
|
|
|
|
|
E2D_LOG_INFO("========================");
|
|
|
|
|
|
E2D_LOG_INFO("Easy2D 引擎空间索引演示");
|
|
|
|
|
|
E2D_LOG_INFO("========================");
|
|
|
|
|
|
|
|
|
|
|
|
auto &app = Application::instance();
|
|
|
|
|
|
|
|
|
|
|
|
AppConfig config;
|
|
|
|
|
|
config.title = "Easy2D - 引擎空间索引演示";
|
|
|
|
|
|
config.width = 1280;
|
|
|
|
|
|
config.height = 720;
|
|
|
|
|
|
config.vsync = true;
|
|
|
|
|
|
config.fpsLimit = 60;
|
|
|
|
|
|
|
|
|
|
|
|
if (!app.init(config)) {
|
|
|
|
|
|
E2D_LOG_ERROR("应用初始化失败!");
|
|
|
|
|
|
return -1;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
app.enterScene(makePtr<SpatialIndexDemoScene>());
|
|
|
|
|
|
|
|
|
|
|
|
E2D_LOG_INFO("开始主循环...");
|
|
|
|
|
|
|
|
|
|
|
|
app.run();
|
|
|
|
|
|
|
|
|
|
|
|
E2D_LOG_INFO("应用结束");
|
|
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
}
|