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fix(memory): remove not use floatArray (#201)
fix poor performance in handling shadow fix point shadow not remove remove not use floatArray
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Original file line number | Diff line number | Diff line change |
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import { GUIHelp } from "@orillusion/debug/GUIHelp"; | ||
import { AtmosphericComponent, BoxGeometry, CameraUtil, Color, Engine3D, HoverCameraController, LitMaterial, MeshRenderer, Object3D, Object3DUtil, PointLight, Scene3D, SphereGeometry, View3D, } from "@orillusion/core"; | ||
import { PointLightsScript } from "./PointLightsScript"; | ||
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class Sample_AddRemovePointLight { | ||
scene: Scene3D; | ||
hoverCameraController: HoverCameraController; | ||
lightObj: any; | ||
constructor() { } | ||
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async run() { | ||
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await Engine3D.init({}); | ||
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GUIHelp.init(); | ||
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this.scene = new Scene3D(); | ||
this.scene.addComponent(AtmosphericComponent); | ||
// init camera3D | ||
let mainCamera = CameraUtil.createCamera3D(null, this.scene); | ||
mainCamera.perspective(60, Engine3D.aspect, 1, 2000.0); | ||
//set camera data | ||
mainCamera.object3D.addComponent(HoverCameraController).setCamera(0, -25, 500); | ||
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await this.initScene(this.scene); | ||
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let view = new View3D(); | ||
view.scene = this.scene; | ||
view.camera = mainCamera; | ||
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Engine3D.startRenderViews([view]); | ||
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} | ||
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initScene(scene: Scene3D) { | ||
let lightObj3D = new Object3D(); | ||
let render = lightObj3D.addComponent(MeshRenderer); | ||
render.geometry = new SphereGeometry(5, 30, 30); | ||
render.material = new LitMaterial(); | ||
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scene.addChild(lightObj3D); | ||
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let cube = new BoxGeometry(10, 10, 10); | ||
let mat = new LitMaterial(); | ||
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// make 20 box | ||
for (let i = 0; i < 20; i++) { | ||
for (let j = 0; j < 10; j++) { | ||
let box = new Object3D(); | ||
let mr2 = box.addComponent(MeshRenderer); | ||
mr2.geometry = cube; | ||
mr2.material = mat; | ||
scene.addChild(box); | ||
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box.transform.x = i * 40 - 200; | ||
box.transform.y = 5; | ||
box.transform.z = j * 40 - 200; | ||
} | ||
} | ||
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//create floor | ||
let floor = Object3DUtil.GetSingleCube(2000, 1, 2000, 0.5, 0.5, 0.5); | ||
this.scene.addChild(floor); | ||
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let list: Object3D[] = []; | ||
GUIHelp.addButton("addPointLight", () => { | ||
for (let i = 0; i < 5; i++) { | ||
let pointLight = new Object3D(); | ||
let script = pointLight.addComponent(PointLight); | ||
script.lightColor = Color.random(); | ||
script.intensity = 6 * Math.random() + 3; | ||
script.range = 25 * Math.random() + 15; | ||
script.castShadow = true; | ||
pointLight.x = Math.random() * 200 - 100; | ||
pointLight.y = 5; | ||
pointLight.z = Math.random() * 200 - 100; | ||
scene.addChild(pointLight); | ||
list.push(pointLight); | ||
} | ||
}); | ||
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GUIHelp.addButton("removePointLight", () => { | ||
for (let i = 0; i < Math.min(5, list.length); i++) { | ||
let index = Math.floor(list.length * Math.random()); | ||
let obj = list[index]; | ||
if (obj) { | ||
list.splice(index, 1) | ||
scene.removeChild(obj) | ||
obj.destroy(); | ||
} | ||
} | ||
}); | ||
} | ||
} | ||
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new Sample_AddRemovePointLight().run(); |
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