509 lines
20 KiB
C++
509 lines
20 KiB
C++
//
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// Copyright (c) 2008-2020 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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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/AnimatedModel.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/DebugRenderer.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Light.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Navigation/Navigable.h>
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#include <Urho3D/Navigation/NavigationMesh.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "Navigation.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(Navigation)
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Navigation::Navigation(Context* context) :
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Sample(context),
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drawDebug_(false),
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useStreaming_(false),
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streamingDistance_(2)
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{
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}
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void Navigation::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateUI();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame update and render post-update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void Navigation::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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// Also create a DebugRenderer component so that we can draw debug geometry
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scene_->CreateComponent<Octree>();
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scene_->CreateComponent<DebugRenderer>();
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// Create scene node & StaticModel component for showing a static plane
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Node* planeNode = scene_->CreateChild("Plane");
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planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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auto* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Create a Zone component for ambient lighting & fog control
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Node* zoneNode = scene_->CreateChild("Zone");
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auto* zone = zoneNode->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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zone->SetFogStart(100.0f);
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zone->SetFogEnd(300.0f);
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// Create a directional light to the world. Enable cascaded shadows on it
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetCastShadows(true);
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light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
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// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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// Create some mushrooms
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const unsigned NUM_MUSHROOMS = 100;
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for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
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CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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// Create randomly sized boxes. If boxes are big enough, make them occluders
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const unsigned NUM_BOXES = 20;
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for (unsigned i = 0; i < NUM_BOXES; ++i)
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{
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Node* boxNode = scene_->CreateChild("Box");
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float size = 1.0f + Random(10.0f);
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boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
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boxNode->SetScale(size);
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auto* boxObject = boxNode->CreateComponent<StaticModel>();
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boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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boxObject->SetCastShadows(true);
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if (size >= 3.0f)
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boxObject->SetOccluder(true);
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}
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// Create Jack node that will follow the path
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jackNode_ = scene_->CreateChild("Jack");
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jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f));
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auto* modelObject = jackNode_->CreateComponent<AnimatedModel>();
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modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
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modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
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modelObject->SetCastShadows(true);
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// Create a NavigationMesh component to the scene root
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auto* navMesh = scene_->CreateComponent<NavigationMesh>();
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// Set small tiles to show navigation mesh streaming
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navMesh->SetTileSize(32);
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// Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
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// navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
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scene_->CreateComponent<Navigable>();
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// Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
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// in the scene and still update the mesh correctly
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navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
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// Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
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// physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
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// it will use renderable geometry instead
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navMesh->Build();
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// Create the camera. Limit far clip distance to match the fog
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cameraNode_ = scene_->CreateChild("Camera");
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(300.0f);
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// Set an initial position for the camera scene node above the plane and looking down
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cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
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pitch_ = 80.0f;
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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}
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void Navigation::CreateUI()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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// control the camera, and when visible, it will point the raycast target
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auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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SharedPtr<Cursor> cursor(new Cursor(context_));
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cursor->SetStyleAuto(style);
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ui->SetCursor(cursor);
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// Set starting position of the cursor at the rendering window center
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auto* graphics = GetSubsystem<Graphics>();
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cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
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// Construct new Text object, set string to display and font to use
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auto* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText(
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"Use WASD keys to move, RMB to rotate view\n"
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"LMB to set destination, SHIFT+LMB to teleport\n"
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"MMB or O key to add or remove obstacles\n"
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"Tab to toggle navigation mesh streaming\n"
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"Space to toggle debug geometry"
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);
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// The text has multiple rows. Center them in relation to each other
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instructionText->SetTextAlignment(HA_CENTER);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void Navigation::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void Navigation::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Navigation, HandleUpdate));
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// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Navigation, HandlePostRenderUpdate));
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}
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void Navigation::MoveCamera(float timeStep)
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{
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// Right mouse button controls mouse cursor visibility: hide when pressed
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auto* ui = GetSubsystem<UI>();
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auto* input = GetSubsystem<Input>();
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ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
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// Do not move if the UI has a focused element (the console)
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if (ui->GetFocusElement())
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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// Only move the camera when the cursor is hidden
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if (!ui->GetCursor()->IsVisible())
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{
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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}
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if (input->GetKeyDown(KEY_W))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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// Set destination or teleport with left mouse button
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if (input->GetMouseButtonPress(MOUSEB_LEFT))
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SetPathPoint();
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// Add or remove objects with middle mouse button, then rebuild navigation mesh partially
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if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
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AddOrRemoveObject();
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// Toggle debug geometry with space
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if (input->GetKeyPress(KEY_SPACE))
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drawDebug_ = !drawDebug_;
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}
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void Navigation::SetPathPoint()
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{
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Vector3 hitPos;
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Drawable* hitDrawable;
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auto* navMesh = scene_->GetComponent<NavigationMesh>();
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if (Raycast(250.0f, hitPos, hitDrawable))
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{
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Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
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if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
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{
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// Teleport
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currentPath_.Clear();
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jackNode_->LookAt(Vector3(pathPos.x_, jackNode_->GetPosition().y_, pathPos.z_), Vector3::UP);
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jackNode_->SetPosition(pathPos);
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}
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else
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{
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// Calculate path from Jack's current position to the end point
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endPos_ = pathPos;
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navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
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}
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}
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}
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void Navigation::AddOrRemoveObject()
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{
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// Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
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Vector3 hitPos;
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Drawable* hitDrawable;
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if (!useStreaming_ && Raycast(250.0f, hitPos, hitDrawable))
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{
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// The part of the navigation mesh we must update, which is the world bounding box of the associated
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// drawable component
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BoundingBox updateBox;
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Node* hitNode = hitDrawable->GetNode();
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if (hitNode->GetName() == "Mushroom")
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{
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updateBox = hitDrawable->GetWorldBoundingBox();
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hitNode->Remove();
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}
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else
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{
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Node* newNode = CreateMushroom(hitPos);
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updateBox = newNode->GetComponent<StaticModel>()->GetWorldBoundingBox();
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}
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// Rebuild part of the navigation mesh, then recalculate path if applicable
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auto* navMesh = scene_->GetComponent<NavigationMesh>();
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navMesh->Build(updateBox);
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if (currentPath_.Size())
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navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
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}
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}
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Node* Navigation::CreateMushroom(const Vector3& pos)
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{
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auto* cache = GetSubsystem<ResourceCache>();
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Node* mushroomNode = scene_->CreateChild("Mushroom");
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mushroomNode->SetPosition(pos);
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mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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mushroomNode->SetScale(2.0f + Random(0.5f));
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auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
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mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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mushroomObject->SetCastShadows(true);
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return mushroomNode;
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}
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bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
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{
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hitDrawable = nullptr;
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auto* ui = GetSubsystem<UI>();
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IntVector2 pos = ui->GetCursorPosition();
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// Check the cursor is visible and there is no UI element in front of the cursor
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if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
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return false;
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auto* graphics = GetSubsystem<Graphics>();
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auto* camera = cameraNode_->GetComponent<Camera>();
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Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
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// Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
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PODVector<RayQueryResult> results;
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RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
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scene_->GetComponent<Octree>()->RaycastSingle(query);
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if (results.Size())
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{
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RayQueryResult& result = results[0];
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hitPos = result.position_;
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hitDrawable = result.drawable_;
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return true;
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}
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return false;
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}
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void Navigation::FollowPath(float timeStep)
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{
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if (currentPath_.Size())
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{
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Vector3 nextWaypoint = currentPath_[0]; // NB: currentPath[0] is the next waypoint in order
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// Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
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float move = 5.0f * timeStep;
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float distance = (jackNode_->GetPosition() - nextWaypoint).Length();
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if (move > distance)
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move = distance;
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jackNode_->LookAt(nextWaypoint, Vector3::UP);
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jackNode_->Translate(Vector3::FORWARD * move);
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// Remove waypoint if reached it
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if (distance < 0.1f)
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currentPath_.Erase(0);
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}
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}
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void Navigation::ToggleStreaming(bool enabled)
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{
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auto* navMesh = scene_->GetComponent<NavigationMesh>();
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if (enabled)
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{
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int maxTiles = (2 * streamingDistance_ + 1) * (2 * streamingDistance_ + 1);
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BoundingBox boundingBox = navMesh->GetBoundingBox();
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SaveNavigationData();
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navMesh->Allocate(boundingBox, maxTiles);
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}
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else
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navMesh->Build();
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}
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void Navigation::UpdateStreaming()
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{
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// Center the navigation mesh at the jack
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auto* navMesh = scene_->GetComponent<NavigationMesh>();
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const IntVector2 jackTile = navMesh->GetTileIndex(jackNode_->GetWorldPosition());
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const IntVector2 numTiles = navMesh->GetNumTiles();
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const IntVector2 beginTile = VectorMax(IntVector2::ZERO, jackTile - IntVector2::ONE * streamingDistance_);
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const IntVector2 endTile = VectorMin(jackTile + IntVector2::ONE * streamingDistance_, numTiles - IntVector2::ONE);
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// Remove tiles
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for (HashSet<IntVector2>::Iterator i = addedTiles_.Begin(); i != addedTiles_.End();)
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{
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const IntVector2 tileIdx = *i;
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if (beginTile.x_ <= tileIdx.x_ && tileIdx.x_ <= endTile.x_ && beginTile.y_ <= tileIdx.y_ && tileIdx.y_ <= endTile.y_)
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++i;
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else
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{
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navMesh->RemoveTile(tileIdx);
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i = addedTiles_.Erase(i);
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}
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}
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// Add tiles
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for (int z = beginTile.y_; z <= endTile.y_; ++z)
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for (int x = beginTile.x_; x <= endTile.x_; ++x)
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{
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const IntVector2 tileIdx(x, z);
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if (!navMesh->HasTile(tileIdx) && tileData_.Contains(tileIdx))
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{
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addedTiles_.Insert(tileIdx);
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navMesh->AddTile(tileData_[tileIdx]);
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}
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}
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}
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void Navigation::SaveNavigationData()
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{
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auto* navMesh = scene_->GetComponent<NavigationMesh>();
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tileData_.Clear();
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addedTiles_.Clear();
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const IntVector2 numTiles = navMesh->GetNumTiles();
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for (int z = 0; z < numTiles.y_; ++z)
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for (int x = 0; x <= numTiles.x_; ++x)
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{
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const IntVector2 tileIdx = IntVector2(x, z);
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tileData_[tileIdx] = navMesh->GetTileData(tileIdx);
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}
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}
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void Navigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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// Make Jack follow the Detour path
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FollowPath(timeStep);
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// Update streaming
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auto* input = GetSubsystem<Input>();
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if (input->GetKeyPress(KEY_TAB))
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{
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useStreaming_ = !useStreaming_;
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ToggleStreaming(useStreaming_);
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}
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if (useStreaming_)
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UpdateStreaming();
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}
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void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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{
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// If draw debug mode is enabled, draw navigation mesh debug geometry
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if (drawDebug_)
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scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
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if (currentPath_.Size())
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{
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// Visualize the current calculated path
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auto* debug = scene_->GetComponent<DebugRenderer>();
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debug->AddBoundingBox(BoundingBox(endPos_ - Vector3(0.1f, 0.1f, 0.1f), endPos_ + Vector3(0.1f, 0.1f, 0.1f)),
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Color(1.0f, 1.0f, 1.0f));
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// Draw the path with a small upward bias so that it does not clip into the surfaces
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Vector3 bias(0.0f, 0.05f, 0.0f);
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debug->AddLine(jackNode_->GetPosition() + bias, currentPath_[0] + bias, Color(1.0f, 1.0f, 1.0f));
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if (currentPath_.Size() > 1)
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{
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for (unsigned i = 0; i < currentPath_.Size() - 1; ++i)
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debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
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}
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}
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}
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