185 lines
8.9 KiB
C++
185 lines
8.9 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Sample.h"
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namespace Urho3D
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{
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class Drawable;
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class Node;
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class Scene;
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}
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/// CrowdNavigation example.
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/// This sample demonstrates:
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/// - Generating a dynamic navigation mesh into the scene
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/// - Performing path queries to the navigation mesh
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/// - Adding and removing obstacles/agents at runtime
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/// - Raycasting drawable components
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/// - Crowd movement management
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/// - Accessing crowd agents with the crowd manager
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/// - Using off-mesh connections to make boxes climbable
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/// - Using agents to simulate moving obstacles
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class CrowdNavigation : public Sample
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{
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URHO3D_OBJECT(CrowdNavigation, Sample);
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public:
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/// Construct.
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explicit CrowdNavigation(Context* context);
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/// Setup after engine initialization and before running the main loop.
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void Start() override;
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protected:
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/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
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String GetScreenJoystickPatchString() const override { return
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"<patch>"
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" <add sel=\"/element\">"
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" <element type=\"Button\">"
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" <attribute name=\"Name\" value=\"Button3\" />"
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" <attribute name=\"Position\" value=\"-120 -120\" />"
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" <attribute name=\"Size\" value=\"96 96\" />"
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" <attribute name=\"Horiz Alignment\" value=\"Right\" />"
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" <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
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" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
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" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
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" <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
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" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"Label\" />"
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" <attribute name=\"Horiz Alignment\" value=\"Center\" />"
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" <attribute name=\"Vert Alignment\" value=\"Center\" />"
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" <attribute name=\"Color\" value=\"0 0 0 1\" />"
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" <attribute name=\"Text\" value=\"Spawn\" />"
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" </element>"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"LSHIFT\" />"
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" </element>"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
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" <attribute name=\"Text\" value=\"LEFT\" />"
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" </element>"
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" </element>"
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" <element type=\"Button\">"
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" <attribute name=\"Name\" value=\"Button4\" />"
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" <attribute name=\"Position\" value=\"-120 -12\" />"
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" <attribute name=\"Size\" value=\"96 96\" />"
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" <attribute name=\"Horiz Alignment\" value=\"Right\" />"
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" <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
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" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
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" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
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" <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
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" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"Label\" />"
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" <attribute name=\"Horiz Alignment\" value=\"Center\" />"
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" <attribute name=\"Vert Alignment\" value=\"Center\" />"
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" <attribute name=\"Color\" value=\"0 0 0 1\" />"
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" <attribute name=\"Text\" value=\"Obstacles\" />"
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" </element>"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
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" <attribute name=\"Text\" value=\"MIDDLE\" />"
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" </element>"
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" </element>"
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" </add>"
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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\">Set</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=\"MouseButtonBinding\" />"
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" <attribute name=\"Text\" value=\"LEFT\" />"
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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\">Debug</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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}
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private:
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/// Construct the scene content.
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void CreateScene();
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/// Construct user interface elements.
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void CreateUI();
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/// Set up a viewport for displaying the scene.
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void SetupViewport();
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/// Subscribe to application-wide logic update and post-render update events.
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void SubscribeToEvents();
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/// Read input and moves the camera.
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void MoveCamera(float timeStep);
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/// Set crowd agents target or spawn another jack.
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void SetPathPoint(bool spawning);
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/// Add new obstacle or remove existing obstacle/agent.
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void AddOrRemoveObject();
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/// Create a "Jack" object at position.
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void SpawnJack(const Vector3& pos, Node* jackGroup);
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/// Create a mushroom object at position.
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void CreateMushroom(const Vector3& pos);
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/// Create an off-mesh connection for each box to make it climbable.
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void CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup);
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/// Create some movable barrels as crowd agents.
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void CreateMovingBarrels(DynamicNavigationMesh* navMesh);
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/// Utility function to raycast to the cursor position. Return true if hit.
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bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
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/// Toggle navigation mesh streaming.
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void ToggleStreaming(bool enabled);
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/// Update navigation mesh streaming.
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void UpdateStreaming();
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/// Save navigation data for streaming.
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void SaveNavigationData();
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/// Handle the logic update event.
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void HandleUpdate(StringHash eventType, VariantMap& eventData);
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/// Handle the post-render update event.
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void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
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/// Handle problems with crowd agent placement.
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void HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData);
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/// Handle crowd agent reposition.
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void HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData);
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/// Handle crowd agent formation.
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void HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData);
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/// Flag for using navigation mesh streaming.
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bool useStreaming_{};
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/// Streaming distance.
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int streamingDistance_{2};
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/// Tile data.
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HashMap<IntVector2, PODVector<unsigned char> > tileData_;
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/// Added tiles.
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HashSet<IntVector2> addedTiles_;
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/// Flag for drawing debug geometry.
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bool drawDebug_{};
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/// Instruction text UI-element.
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Text* instructionText_{};
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};
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