537 lines
16 KiB
C++
537 lines
16 KiB
C++
#include <extra2d.h>
|
||
#include <random>
|
||
|
||
using namespace extra2d;
|
||
|
||
// ============================================================================
|
||
// 性能统计
|
||
// ============================================================================
|
||
struct PerformanceStats {
|
||
double updateTime = 0.0;
|
||
double collisionTime = 0.0;
|
||
double renderTime = 0.0;
|
||
size_t collisionCount = 0;
|
||
size_t nodeCount = 0;
|
||
const char *strategyName = "Unknown";
|
||
};
|
||
|
||
// ============================================================================
|
||
// 碰撞节点 - 使用引擎自带的空间索引功能
|
||
// ============================================================================
|
||
class PhysicsNode : public Node {
|
||
public:
|
||
PhysicsNode(float size, const Color &color, int id)
|
||
: size_(size), color_(color), id_(id), isColliding_(false) {
|
||
// 启用引擎自带的空间索引功能
|
||
// 这是关键:设置 spatialIndexed_ = true 让节点参与空间索引
|
||
setSpatialIndexed(true);
|
||
|
||
// 随机速度
|
||
std::random_device rd;
|
||
std::mt19937 gen(rd() + id);
|
||
std::uniform_real_distribution<float> velDist(-150.0f, 150.0f);
|
||
velocity_ = Vec2(velDist(gen), velDist(gen));
|
||
}
|
||
|
||
void setColliding(bool colliding) { isColliding_ = colliding; }
|
||
bool isColliding() const { return isColliding_; }
|
||
int getId() const { return id_; }
|
||
|
||
// 必须实现 getBoundingBox() 才能参与空间索引碰撞检测
|
||
Rect getBoundingBox() const override {
|
||
Vec2 position = pos();
|
||
return Rect(position.x - size_ / 2, position.y - size_ / 2, size_, size_);
|
||
}
|
||
|
||
void update(float dt, float screenWidth, float screenHeight) {
|
||
Vec2 position = pos();
|
||
position = position + velocity_ * dt;
|
||
|
||
// 边界反弹
|
||
if (position.x < size_ / 2 || position.x > screenWidth - size_ / 2) {
|
||
velocity_.x = -velocity_.x;
|
||
position.x = std::clamp(position.x, size_ / 2, screenWidth - size_ / 2);
|
||
}
|
||
if (position.y < size_ / 2 || position.y > screenHeight - size_ / 2) {
|
||
velocity_.y = -velocity_.y;
|
||
position.y = std::clamp(position.y, size_ / 2, screenHeight - size_ / 2);
|
||
}
|
||
|
||
setPosition(position);
|
||
}
|
||
|
||
void onRender(RenderBackend &renderer) override {
|
||
Vec2 position = pos();
|
||
|
||
// 碰撞时变红色
|
||
Color fillColor = isColliding_ ? Color(1.0f, 0.2f, 0.2f, 0.9f) : color_;
|
||
renderer.fillRect(Rect(position.x - size_ / 2, position.y - size_ / 2, size_, size_),
|
||
fillColor);
|
||
|
||
// 绘制边框
|
||
Color borderColor = isColliding_ ? Color(1.0f, 0.0f, 0.0f, 1.0f)
|
||
: Color(0.3f, 0.3f, 0.3f, 0.5f);
|
||
renderer.drawRect(Rect(position.x - size_ / 2, position.y - size_ / 2, size_, size_),
|
||
borderColor, 1.0f);
|
||
}
|
||
|
||
private:
|
||
float size_;
|
||
Color color_;
|
||
int id_;
|
||
bool isColliding_;
|
||
Vec2 velocity_;
|
||
};
|
||
|
||
// ============================================================================
|
||
// 空间索引演示场景
|
||
// ============================================================================
|
||
class SpatialIndexDemoScene : public Scene {
|
||
public:
|
||
void onEnter() override {
|
||
// 必须先调用父类的 onEnter(),这样才能正确设置 running_ 状态
|
||
// 并触发子节点的 onAttachToScene,将节点注册到空间索引
|
||
Scene::onEnter();
|
||
|
||
E2D_LOG_INFO("SpatialIndexDemoScene::onEnter - 引擎空间索引演示");
|
||
|
||
auto &app = Application::instance();
|
||
screenWidth_ = static_cast<float>(app.getConfig().width);
|
||
screenHeight_ = static_cast<float>(app.getConfig().height);
|
||
|
||
// 设置背景色
|
||
setBackgroundColor(Color(0.05f, 0.05f, 0.1f, 1.0f));
|
||
|
||
// 创建100个碰撞节点
|
||
createPhysicsNodes(100);
|
||
|
||
// 加载字体
|
||
loadFonts();
|
||
|
||
E2D_LOG_INFO("空间索引已启用: {}", isSpatialIndexingEnabled());
|
||
}
|
||
|
||
void onExit() override {
|
||
// 显式移除所有子节点,确保在场景析构前正确清理空间索引
|
||
// 这必须在 Scene::onExit() 之前调用,因为 onExit() 会将 running_ 设为 false
|
||
removeAllChildren();
|
||
|
||
Scene::onExit();
|
||
}
|
||
|
||
void onUpdate(float dt) override {
|
||
Scene::onUpdate(dt);
|
||
|
||
auto startTime = std::chrono::high_resolution_clock::now();
|
||
|
||
// 更新所有物理节点位置
|
||
for (const auto &child : children()) {
|
||
if (auto node = dynamic_cast<PhysicsNode *>(child.get())) {
|
||
node->update(dt, screenWidth_, screenHeight_);
|
||
}
|
||
}
|
||
|
||
auto updateEndTime = std::chrono::high_resolution_clock::now();
|
||
stats_.updateTime =
|
||
std::chrono::duration<double, std::milli>(updateEndTime - startTime)
|
||
.count();
|
||
|
||
// 使用引擎自带的空间索引进行碰撞检测
|
||
performCollisionDetection();
|
||
|
||
auto collisionEndTime = std::chrono::high_resolution_clock::now();
|
||
stats_.collisionTime = std::chrono::duration<double, std::milli>(
|
||
collisionEndTime - updateEndTime)
|
||
.count();
|
||
|
||
// 统计物理节点数量
|
||
stats_.nodeCount = getPhysicsNodeCount();
|
||
|
||
// 获取当前使用的空间索引策略
|
||
stats_.strategyName = getSpatialManager().getStrategyName();
|
||
|
||
// 检查退出按键
|
||
auto &input = Application::instance().input();
|
||
if (input.isButtonPressed(GamepadButton::Start)) {
|
||
E2D_LOG_INFO("退出应用");
|
||
Application::instance().quit();
|
||
}
|
||
|
||
// 按 A 键添加节点
|
||
if (input.isButtonPressed(GamepadButton::A)) {
|
||
addNodes(100);
|
||
}
|
||
|
||
// 按 B 键减少节点
|
||
if (input.isButtonPressed(GamepadButton::B)) {
|
||
removeNodes(100);
|
||
}
|
||
|
||
// 按 X 键切换空间索引策略
|
||
if (input.isButtonPressed(GamepadButton::X)) {
|
||
toggleSpatialStrategy();
|
||
}
|
||
}
|
||
|
||
void onRender(RenderBackend &renderer) override {
|
||
auto renderStart = std::chrono::high_resolution_clock::now();
|
||
|
||
Scene::onRender(renderer);
|
||
|
||
auto renderEnd = std::chrono::high_resolution_clock::now();
|
||
stats_.renderTime =
|
||
std::chrono::duration<double, std::milli>(renderEnd - renderStart)
|
||
.count();
|
||
|
||
// 更新UI文本内容
|
||
updateUI();
|
||
|
||
// 绘制图例方块(Text组件会自动渲染)
|
||
drawLegend(renderer);
|
||
}
|
||
|
||
private:
|
||
/**
|
||
* @brief 加载字体资源并创建UI文本组件
|
||
*/
|
||
void loadFonts() {
|
||
auto &resources = Application::instance().resources();
|
||
|
||
titleFont_ = resources.loadFont("assets/font.ttf", 28, true);
|
||
infoFont_ = resources.loadFont("assets/font.ttf", 16, true);
|
||
|
||
// 创建标题文本
|
||
titleText_ = Text::create("引擎空间索引演示", titleFont_);
|
||
titleText_->setPosition(30.0f, 20.0f);
|
||
titleText_->setTextColor(Color(1.0f, 1.0f, 1.0f, 1.0f));
|
||
addChild(titleText_);
|
||
|
||
float x = 30.0f;
|
||
float y = 60.0f;
|
||
float lineHeight = 22.0f;
|
||
|
||
// 创建统计信息文本
|
||
nodeCountText_ = Text::create("", infoFont_);
|
||
nodeCountText_->setPosition(x, y);
|
||
nodeCountText_->setTextColor(Color(0.9f, 0.9f, 0.9f, 1.0f));
|
||
addChild(nodeCountText_);
|
||
y += lineHeight;
|
||
|
||
strategyText_ = Text::create("", infoFont_);
|
||
strategyText_->setPosition(x, y);
|
||
strategyText_->setTextColor(Color(0.5f, 1.0f, 0.5f, 1.0f));
|
||
addChild(strategyText_);
|
||
y += lineHeight;
|
||
|
||
collisionText_ = Text::create("", infoFont_);
|
||
collisionText_->setPosition(x, y);
|
||
collisionText_->setTextColor(Color(1.0f, 0.5f, 0.5f, 1.0f));
|
||
addChild(collisionText_);
|
||
y += lineHeight;
|
||
|
||
updateTimeText_ = Text::create("", infoFont_);
|
||
updateTimeText_->setPosition(x, y);
|
||
updateTimeText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(updateTimeText_);
|
||
y += lineHeight;
|
||
|
||
collisionTimeText_ = Text::create("", infoFont_);
|
||
collisionTimeText_->setPosition(x, y);
|
||
collisionTimeText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(collisionTimeText_);
|
||
y += lineHeight;
|
||
|
||
renderTimeText_ = Text::create("", infoFont_);
|
||
renderTimeText_->setPosition(x, y);
|
||
renderTimeText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(renderTimeText_);
|
||
y += lineHeight;
|
||
|
||
fpsText_ = Text::create("", infoFont_);
|
||
fpsText_->setPosition(x, y);
|
||
fpsText_->setTextColor(Color(0.5f, 1.0f, 0.5f, 1.0f));
|
||
addChild(fpsText_);
|
||
y += lineHeight * 1.5f;
|
||
|
||
// 创建操作说明文本
|
||
helpTitleText_ = Text::create("操作说明:", infoFont_);
|
||
helpTitleText_->setPosition(x, y);
|
||
helpTitleText_->setTextColor(Color(1.0f, 1.0f, 0.5f, 1.0f));
|
||
addChild(helpTitleText_);
|
||
y += lineHeight;
|
||
|
||
helpAddText_ = Text::create("A键 - 添加100个节点", infoFont_);
|
||
helpAddText_->setPosition(x + 10, y);
|
||
helpAddText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(helpAddText_);
|
||
y += lineHeight;
|
||
|
||
helpRemoveText_ = Text::create("B键 - 移除100个节点", infoFont_);
|
||
helpRemoveText_->setPosition(x + 10, y);
|
||
helpRemoveText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(helpRemoveText_);
|
||
y += lineHeight;
|
||
|
||
helpToggleText_ = Text::create("X键 - 切换索引策略", infoFont_);
|
||
helpToggleText_->setPosition(x + 10, y);
|
||
helpToggleText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(helpToggleText_);
|
||
y += lineHeight;
|
||
|
||
helpExitText_ = Text::create("+键 - 退出程序", infoFont_);
|
||
helpExitText_->setPosition(x + 10, y);
|
||
helpExitText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(helpExitText_);
|
||
|
||
// 创建图例文本
|
||
float legendX = screenWidth_ - 200.0f;
|
||
float legendY = 20.0f;
|
||
|
||
legendTitleText_ = Text::create("图例:", infoFont_);
|
||
legendTitleText_->setPosition(legendX, legendY);
|
||
legendTitleText_->setTextColor(Color(1.0f, 1.0f, 1.0f, 1.0f));
|
||
addChild(legendTitleText_);
|
||
legendY += 25.0f;
|
||
|
||
legendNormalText_ = Text::create("- 正常", infoFont_);
|
||
legendNormalText_->setPosition(legendX + 20.0f, legendY);
|
||
legendNormalText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(legendNormalText_);
|
||
legendY += 25.0f;
|
||
|
||
legendCollidingText_ = Text::create("- 碰撞中", infoFont_);
|
||
legendCollidingText_->setPosition(legendX + 20.0f, legendY);
|
||
legendCollidingText_->setTextColor(Color(0.8f, 0.8f, 0.8f, 1.0f));
|
||
addChild(legendCollidingText_);
|
||
}
|
||
|
||
/**
|
||
* @brief 创建指定数量的物理节点
|
||
*/
|
||
void createPhysicsNodes(size_t count) {
|
||
std::random_device rd;
|
||
std::mt19937 gen(rd());
|
||
std::uniform_real_distribution<float> posX(50.0f, screenWidth_ - 50.0f);
|
||
std::uniform_real_distribution<float> posY(50.0f, screenHeight_ - 50.0f);
|
||
std::uniform_real_distribution<float> colorR(0.2f, 0.9f);
|
||
std::uniform_real_distribution<float> colorG(0.2f, 0.9f);
|
||
std::uniform_real_distribution<float> colorB(0.2f, 0.9f);
|
||
|
||
for (size_t i = 0; i < count; ++i) {
|
||
Color color(colorR(gen), colorG(gen), colorB(gen), 0.7f);
|
||
auto node = makePtr<PhysicsNode>(20.0f, color, static_cast<int>(i));
|
||
node->setPosition(Vec2(posX(gen), posY(gen)));
|
||
addChild(node);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 获取物理节点数量
|
||
*/
|
||
size_t getPhysicsNodeCount() const {
|
||
size_t count = 0;
|
||
for (const auto &child : children()) {
|
||
if (dynamic_cast<PhysicsNode *>(child.get())) {
|
||
++count;
|
||
}
|
||
}
|
||
return count;
|
||
}
|
||
|
||
/**
|
||
* @brief 获取所有物理节点
|
||
*/
|
||
std::vector<PhysicsNode *> getPhysicsNodes() const {
|
||
std::vector<PhysicsNode *> nodes;
|
||
for (const auto &child : children()) {
|
||
if (auto node = dynamic_cast<PhysicsNode *>(child.get())) {
|
||
nodes.push_back(node);
|
||
}
|
||
}
|
||
return nodes;
|
||
}
|
||
|
||
/**
|
||
* @brief 添加节点
|
||
*/
|
||
void addNodes(size_t count) {
|
||
size_t currentCount = getPhysicsNodeCount();
|
||
if (currentCount + count > 5000) {
|
||
E2D_LOG_WARN("节点数量已达上限(5000)");
|
||
return;
|
||
}
|
||
createPhysicsNodes(count);
|
||
E2D_LOG_INFO("添加 {} 个节点,当前总数: {}", count, getPhysicsNodeCount());
|
||
}
|
||
|
||
/**
|
||
* @brief 移除节点
|
||
*/
|
||
void removeNodes(size_t count) {
|
||
auto physicsNodes = getPhysicsNodes();
|
||
if (count >= physicsNodes.size()) {
|
||
count = physicsNodes.size();
|
||
}
|
||
if (count == 0)
|
||
return;
|
||
|
||
// 从后往前移除指定数量的节点
|
||
for (size_t i = 0; i < count; ++i) {
|
||
// 找到最后一个物理节点对应的子节点并移除
|
||
for (auto it = children().rbegin(); it != children().rend(); ++it) {
|
||
if (dynamic_cast<PhysicsNode *>(it->get())) {
|
||
removeChild(*it);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
E2D_LOG_INFO("移除 {} 个节点,当前总数: {}", count, getPhysicsNodeCount());
|
||
}
|
||
|
||
/**
|
||
* @brief 切换空间索引策略
|
||
*/
|
||
void toggleSpatialStrategy() {
|
||
auto &spatialManager = getSpatialManager();
|
||
SpatialStrategy currentStrategy = spatialManager.getCurrentStrategy();
|
||
|
||
if (currentStrategy == SpatialStrategy::QuadTree) {
|
||
spatialManager.setStrategy(SpatialStrategy::SpatialHash);
|
||
E2D_LOG_INFO("切换到空间哈希策略");
|
||
} else {
|
||
spatialManager.setStrategy(SpatialStrategy::QuadTree);
|
||
E2D_LOG_INFO("切换到四叉树策略");
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 使用引擎自带的空间索引进行碰撞检测
|
||
*
|
||
* 关键方法:
|
||
* - Scene::queryCollisions() - 查询场景中所有碰撞的节点对
|
||
* - SpatialManager::queryCollisions() - 空间管理器的碰撞检测
|
||
*/
|
||
void performCollisionDetection() {
|
||
// 清除之前的碰撞状态
|
||
for (const auto &child : children()) {
|
||
if (auto node = dynamic_cast<PhysicsNode *>(child.get())) {
|
||
node->setColliding(false);
|
||
}
|
||
}
|
||
|
||
// 使用引擎自带的空间索引进行碰撞检测
|
||
// 这是核心:Scene::queryCollisions() 会自动使用 SpatialManager
|
||
auto collisions = queryCollisions();
|
||
|
||
stats_.collisionCount = collisions.size();
|
||
|
||
// 标记碰撞的节点
|
||
for (const auto &[nodeA, nodeB] : collisions) {
|
||
if (auto boxA = dynamic_cast<PhysicsNode *>(nodeA)) {
|
||
boxA->setColliding(true);
|
||
}
|
||
if (auto boxB = dynamic_cast<PhysicsNode *>(nodeB)) {
|
||
boxB->setColliding(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 更新UI文本内容
|
||
*/
|
||
void updateUI() {
|
||
if (!nodeCountText_)
|
||
return;
|
||
|
||
auto &app = Application::instance();
|
||
|
||
// 使用 setFormat 格式化文本
|
||
nodeCountText_->setFormat("节点数量: %zu", stats_.nodeCount);
|
||
strategyText_->setFormat("索引策略: %s", stats_.strategyName);
|
||
collisionText_->setFormat("碰撞对数: %zu", stats_.collisionCount);
|
||
updateTimeText_->setFormat("更新时间: %.2f ms", stats_.updateTime);
|
||
collisionTimeText_->setFormat("碰撞检测: %.2f ms", stats_.collisionTime);
|
||
renderTimeText_->setFormat("渲染时间: %.2f ms", stats_.renderTime);
|
||
fpsText_->setFormat("FPS: %u", app.fps());
|
||
}
|
||
|
||
/**
|
||
* @brief 绘制图例方块
|
||
*/
|
||
void drawLegend(RenderBackend &renderer) {
|
||
float legendX = screenWidth_ - 200.0f;
|
||
float legendY = 20.0f + 25.0f; // 在标题下方
|
||
|
||
// 绘制正常状态方块
|
||
renderer.fillRect(Rect(legendX, legendY, 15.0f, 15.0f),
|
||
Color(0.5f, 0.5f, 0.9f, 0.7f));
|
||
legendY += 25.0f;
|
||
|
||
// 绘制碰撞状态方块
|
||
renderer.fillRect(Rect(legendX, legendY, 15.0f, 15.0f),
|
||
Color(1.0f, 0.2f, 0.2f, 0.9f));
|
||
}
|
||
|
||
PerformanceStats stats_;
|
||
float screenWidth_ = 1280.0f;
|
||
float screenHeight_ = 720.0f;
|
||
|
||
Ptr<FontAtlas> titleFont_;
|
||
Ptr<FontAtlas> infoFont_;
|
||
|
||
// UI 文本组件
|
||
Ptr<Text> titleText_;
|
||
Ptr<Text> nodeCountText_;
|
||
Ptr<Text> strategyText_;
|
||
Ptr<Text> collisionText_;
|
||
Ptr<Text> updateTimeText_;
|
||
Ptr<Text> collisionTimeText_;
|
||
Ptr<Text> renderTimeText_;
|
||
Ptr<Text> fpsText_;
|
||
Ptr<Text> helpTitleText_;
|
||
Ptr<Text> helpAddText_;
|
||
Ptr<Text> helpRemoveText_;
|
||
Ptr<Text> helpToggleText_;
|
||
Ptr<Text> helpExitText_;
|
||
Ptr<Text> legendTitleText_;
|
||
Ptr<Text> legendNormalText_;
|
||
Ptr<Text> legendCollidingText_;
|
||
};
|
||
|
||
// ============================================================================
|
||
// 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;
|
||
}
|