InstanceDraw
ts
import { Stats } from '@orillusion/stats';
import { Engine3D, Scene3D, AtmosphericComponent, CameraUtil, HoverCameraController, Object3D, MeshRenderer, BoxGeometry, LitMaterial, DirectLight, KelvinUtil, View3D, Vector3, Vector3Ex, UnLitMaterial, InstanceDrawComponent, LambertMaterial, Time, BoundingBox, Color } from '@orillusion/core';
import * as dat from 'dat.gui';
// simple base demo
class Sample_SphereDraw {
scene: Scene3D;
public anim: boolean = false;
async run() {
// init engine
Engine3D.setting.pick.enable = false;
await Engine3D.init({ renderLoop: () => this.renderLoop() });
// create new Scene
this.scene = new Scene3D();
// add performance stats
this.scene.addComponent(Stats);
// add an Atmospheric sky enviroment
let sky = this.scene.addComponent(AtmosphericComponent);
sky.sunY = 0.6;
// init camera3D
let mainCamera = CameraUtil.createCamera3D(null, this.scene);
mainCamera.perspective(60, Engine3D.aspect, 1, 2000.0);
// add a basic camera controller
let hoverCameraController = mainCamera.object3D.addComponent(HoverCameraController);
hoverCameraController.setCamera(15, -15, 100);
// add a basic direct light
let lightObj = new Object3D();
lightObj.rotationX = 45;
lightObj.rotationY = 60;
lightObj.rotationZ = 150;
let dirLight = lightObj.addComponent(DirectLight);
dirLight.lightColor = KelvinUtil.color_temperature_to_rgb(53355);
dirLight.intensity = 10;
this.scene.addChild(lightObj);
sky.relativeTransform = dirLight.transform;
// create a view with target this.scene and camera
let view = new View3D();
view.scene = this.scene;
view.camera = mainCamera;
// start render
Engine3D.startRenderView(view);
let gui = new dat.GUI();
let f = gui.addFolder('Orillusion');
f.add({ count: '100000' }, 'count').name('object count');
f.add({ count: '1000' }, 'count').name('material count');
f.add(this, 'anim').onChange(() => this.anim != this.anim);
f.open();
this.initScene();
}
private _list: Object3D[] = [];
initScene() {
let shareGeometry = new BoxGeometry();
let materials:UnLitMaterial[] = [];
for (let i = 0; i < 1000; i++) {
let mat = new UnLitMaterial()
mat.baseColor = Color.random();
materials.push(mat)
}
let group = new Object3D();
this.scene.addChild(group);
let count = 100000;
for (let i = 0; i < count; i++) {
let pos = Vector3Ex.sphere(100);
let obj = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.geometry = shareGeometry;
mr.material = materials[Math.floor(Math.random() * materials.length)];
obj.localPosition = pos;
group.addChild(obj);
this._list.push(obj);
let d = obj.transform.worldPosition.subtract(group.transform.worldPosition);
d.normalize();
let sc = Math.random() * 0.5 + 0.1;
obj.transform.scaleX = sc;
obj.transform.scaleY = sc;
obj.transform.scaleZ = Math.random() * 5 + 1;
obj.transform.forward = d;
}
group.addComponent(InstanceDrawComponent);
// use localDetailRot to update rotation by time
group.transform.localDetailRot = new Vector3(0, 0.01, 0);
group.bound = new BoundingBox(Vector3.SAFE_MIN, Vector3.SAFE_MAX);
this._list.push(group);
}
renderLoop() {
if (this.anim) {
for (let i = 0; i < this._list.length; i++) {
let element = this._list[i];
element.transform.localChange = true;
}
}
}
}
new Sample_SphereDraw().run();