648 lines
27 KiB
C++
648 lines
27 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/AnimationController.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/CrowdAgent.h>
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#include <Urho3D/Navigation/DynamicNavigationMesh.h>
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#include <Urho3D/Navigation/Navigable.h>
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#include <Urho3D/Navigation/NavigationEvents.h>
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#include <Urho3D/Navigation/Obstacle.h>
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#include <Urho3D/Navigation/OffMeshConnection.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 "CrowdNavigation.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(CrowdNavigation)
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CrowdNavigation::CrowdNavigation(Context* context) :
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Sample(context)
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{
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}
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void CrowdNavigation::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_ABSOLUTE);
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}
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void CrowdNavigation::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 randomly sized boxes. If boxes are big enough, make them occluders
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Node* boxGroup = scene_->CreateChild("Boxes");
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for (unsigned i = 0; i < 20; ++i)
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{
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Node* boxNode = boxGroup->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 a DynamicNavigationMesh component to the scene root
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auto* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
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// Set small tiles to show navigation mesh streaming
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navMesh->SetTileSize(32);
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// Enable drawing debug geometry for obstacles and off-mesh connections
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navMesh->SetDrawObstacles(true);
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navMesh->SetDrawOffMeshConnections(true);
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// Set the agent height large enough to exclude the layers under boxes
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navMesh->SetAgentHeight(10.0f);
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// Set nav mesh cell height to minimum (allows agents to be grounded)
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navMesh->SetCellHeight(0.05f);
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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 an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
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// Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
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// Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
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CreateBoxOffMeshConnections(navMesh, boxGroup);
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// Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
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for (unsigned i = 0; i < 100; ++i)
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CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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// Create a CrowdManager component to the scene root
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auto* crowdManager = scene_->CreateComponent<CrowdManager>();
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CrowdObstacleAvoidanceParams params = crowdManager->GetObstacleAvoidanceParams(0);
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// Set the params to "High (66)" setting
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params.velBias = 0.5f;
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params.adaptiveDivs = 7;
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params.adaptiveRings = 3;
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params.adaptiveDepth = 3;
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crowdManager->SetObstacleAvoidanceParams(0, params);
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// Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
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CreateMovingBarrels(navMesh);
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// Create Jack node as crowd agent
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SpawnJack(Vector3(-5.0f, 0.0f, 20.0f), scene_->CreateChild("Jacks"));
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// Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
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// we want it to be unaffected by scene load / save
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cameraNode_ = new Node(context_);
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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 CrowdNavigation::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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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 spawn a Jack\n"
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"MMB or O key to add obstacles or remove obstacles/agents\n"
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"F5 to save scene, F7 to load\n"
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"Tab to toggle navigation mesh streaming\n"
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"Space to toggle debug geometry\n"
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"F12 to toggle this instruction text"
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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 CrowdNavigation::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 CrowdNavigation::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(CrowdNavigation, HandleUpdate));
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// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(CrowdNavigation, HandlePostRenderUpdate));
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// Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
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// use a larger extents for finding a point on the navmesh to fix the agent's position
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SubscribeToEvent(E_CROWD_AGENT_FAILURE, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
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// Subscribe HandleCrowdAgentReposition() function for controlling the animation
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SubscribeToEvent(E_CROWD_AGENT_REPOSITION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
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// Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
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SubscribeToEvent(E_CROWD_AGENT_FORMATION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
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}
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void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
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{
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auto* cache = GetSubsystem<ResourceCache>();
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SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
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jackNode->SetPosition(pos);
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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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jackNode->CreateComponent<AnimationController>();
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// Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
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auto* agent = jackNode->CreateComponent<CrowdAgent>();
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agent->SetHeight(2.0f);
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agent->SetMaxSpeed(3.0f);
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agent->SetMaxAccel(5.0f);
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}
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void CrowdNavigation::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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// Create the navigation Obstacle component and set its height & radius proportional to scale
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auto* obstacle = mushroomNode->CreateComponent<Obstacle>();
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obstacle->SetRadius(mushroomNode->GetScale().x_);
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obstacle->SetHeight(mushroomNode->GetScale().y_);
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}
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void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
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{
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const Vector<SharedPtr<Node> >& boxes = boxGroup->GetChildren();
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for (unsigned i=0; i < boxes.Size(); ++i)
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{
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Node* box = boxes[i];
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Vector3 boxPos = box->GetPosition();
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float boxHalfSize = box->GetScale().x_ / 2;
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// Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
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Node* connectionStart = box->CreateChild("ConnectionStart");
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connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
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Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
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connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
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// Create the OffMeshConnection component to one node and link the other node
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auto* connection = connectionStart->CreateComponent<OffMeshConnection>();
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connection->SetEndPoint(connectionEnd);
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}
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}
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void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
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{
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auto* cache = GetSubsystem<ResourceCache>();
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Node* barrel = scene_->CreateChild("Barrel");
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auto* model = barrel->CreateComponent<StaticModel>();
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model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
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auto* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
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model->SetMaterial(material);
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material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
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model->SetCastShadows(true);
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for (unsigned i = 0; i < 20; ++i)
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{
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Node* clone = barrel->Clone();
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float size = 0.5f + Random(1.0f);
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clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
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clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)));
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auto* agent = clone->CreateComponent<CrowdAgent>();
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agent->SetRadius(clone->GetScale().x_ * 0.5f);
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agent->SetHeight(size);
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agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
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}
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barrel->Remove();
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}
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void CrowdNavigation::SetPathPoint(bool spawning)
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{
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Vector3 hitPos;
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Drawable* hitDrawable;
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if (Raycast(250.0f, hitPos, hitDrawable))
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{
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auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
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Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
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Node* jackGroup = scene_->GetChild("Jacks");
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if (spawning)
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// Spawn a jack at the target position
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SpawnJack(pathPos, jackGroup);
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else
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// Set crowd agents target position
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scene_->GetComponent<CrowdManager>()->SetCrowdTarget(pathPos, jackGroup);
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}
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}
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void CrowdNavigation::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 (Raycast(250.0f, hitPos, hitDrawable))
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{
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Node* hitNode = hitDrawable->GetNode();
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// Note that navmesh rebuild happens when the Obstacle component is removed
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if (hitNode->GetName() == "Mushroom")
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hitNode->Remove();
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else if (hitNode->GetName() == "Jack")
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hitNode->Remove();
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else
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CreateMushroom(hitPos);
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}
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}
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bool CrowdNavigation::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 CrowdNavigation::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);
|
|
|
|
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
|
|
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
|
|
}
|
|
|
|
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
|
if (input->GetKeyDown(KEY_W))
|
|
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_S))
|
|
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_A))
|
|
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_D))
|
|
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
|
|
|
// Set destination or spawn a new jack with left mouse button
|
|
if (input->GetMouseButtonPress(MOUSEB_LEFT))
|
|
SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
|
|
// Add new obstacle or remove existing obstacle/agent with middle mouse button
|
|
else if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
|
|
AddOrRemoveObject();
|
|
|
|
// Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
|
|
if (input->GetKeyPress(KEY_F5))
|
|
{
|
|
File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
|
|
scene_->SaveXML(saveFile);
|
|
}
|
|
else if (input->GetKeyPress(KEY_F7))
|
|
{
|
|
File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
|
|
scene_->LoadXML(loadFile);
|
|
}
|
|
|
|
// Toggle debug geometry with space
|
|
else if (input->GetKeyPress(KEY_SPACE))
|
|
drawDebug_ = !drawDebug_;
|
|
|
|
// Toggle instruction text with F12
|
|
else if (input->GetKeyPress(KEY_F12))
|
|
{
|
|
if (instructionText_)
|
|
instructionText_->SetVisible(!instructionText_->IsVisible());
|
|
}
|
|
}
|
|
|
|
void CrowdNavigation::ToggleStreaming(bool enabled)
|
|
{
|
|
auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
|
|
if (enabled)
|
|
{
|
|
int maxTiles = (2 * streamingDistance_ + 1) * (2 * streamingDistance_ + 1);
|
|
BoundingBox boundingBox = navMesh->GetBoundingBox();
|
|
SaveNavigationData();
|
|
navMesh->Allocate(boundingBox, maxTiles);
|
|
}
|
|
else
|
|
navMesh->Build();
|
|
}
|
|
|
|
void CrowdNavigation::UpdateStreaming()
|
|
{
|
|
// Center the navigation mesh at the crowd of jacks
|
|
Vector3 averageJackPosition;
|
|
if (Node* jackGroup = scene_->GetChild("Jacks"))
|
|
{
|
|
const unsigned numJacks = jackGroup->GetNumChildren();
|
|
for (unsigned i = 0; i < numJacks; ++i)
|
|
averageJackPosition += jackGroup->GetChild(i)->GetWorldPosition();
|
|
averageJackPosition /= (float)numJacks;
|
|
}
|
|
|
|
// Compute currently loaded area
|
|
auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
|
|
const IntVector2 jackTile = navMesh->GetTileIndex(averageJackPosition);
|
|
const IntVector2 numTiles = navMesh->GetNumTiles();
|
|
const IntVector2 beginTile = VectorMax(IntVector2::ZERO, jackTile - IntVector2::ONE * streamingDistance_);
|
|
const IntVector2 endTile = VectorMin(jackTile + IntVector2::ONE * streamingDistance_, numTiles - IntVector2::ONE);
|
|
|
|
// Remove tiles
|
|
for (HashSet<IntVector2>::Iterator i = addedTiles_.Begin(); i != addedTiles_.End();)
|
|
{
|
|
const IntVector2 tileIdx = *i;
|
|
if (beginTile.x_ <= tileIdx.x_ && tileIdx.x_ <= endTile.x_ && beginTile.y_ <= tileIdx.y_ && tileIdx.y_ <= endTile.y_)
|
|
++i;
|
|
else
|
|
{
|
|
navMesh->RemoveTile(tileIdx);
|
|
i = addedTiles_.Erase(i);
|
|
}
|
|
}
|
|
|
|
// Add tiles
|
|
for (int z = beginTile.y_; z <= endTile.y_; ++z)
|
|
for (int x = beginTile.x_; x <= endTile.x_; ++x)
|
|
{
|
|
const IntVector2 tileIdx(x, z);
|
|
if (!navMesh->HasTile(tileIdx) && tileData_.Contains(tileIdx))
|
|
{
|
|
addedTiles_.Insert(tileIdx);
|
|
navMesh->AddTile(tileData_[tileIdx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CrowdNavigation::SaveNavigationData()
|
|
{
|
|
auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
|
|
tileData_.Clear();
|
|
addedTiles_.Clear();
|
|
const IntVector2 numTiles = navMesh->GetNumTiles();
|
|
for (int z = 0; z < numTiles.y_; ++z)
|
|
for (int x = 0; x <= numTiles.x_; ++x)
|
|
{
|
|
const IntVector2 tileIdx = IntVector2(x, z);
|
|
tileData_[tileIdx] = navMesh->GetTileData(tileIdx);
|
|
}
|
|
}
|
|
|
|
void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
using namespace Update;
|
|
|
|
// Take the frame time step, which is stored as a float
|
|
float timeStep = eventData[P_TIMESTEP].GetFloat();
|
|
|
|
// Move the camera, scale movement with time step
|
|
MoveCamera(timeStep);
|
|
|
|
// Update streaming
|
|
auto* input = GetSubsystem<Input>();
|
|
if (input->GetKeyPress(KEY_TAB))
|
|
{
|
|
useStreaming_ = !useStreaming_;
|
|
ToggleStreaming(useStreaming_);
|
|
}
|
|
if (useStreaming_)
|
|
UpdateStreaming();
|
|
|
|
}
|
|
|
|
void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
if (drawDebug_)
|
|
{
|
|
// Visualize navigation mesh, obstacles and off-mesh connections
|
|
scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
|
|
// Visualize agents' path and position to reach
|
|
scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
|
|
}
|
|
}
|
|
|
|
void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
using namespace CrowdAgentFailure;
|
|
|
|
auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
|
|
auto agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
|
|
|
|
// If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
|
|
if (agentState == CA_STATE_INVALID)
|
|
{
|
|
// Get a point on the navmesh using more generous extents
|
|
Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
|
|
// Set the new node position, CrowdAgent component will automatically reset the state of the agent
|
|
node->SetPosition(newPos);
|
|
}
|
|
}
|
|
|
|
void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
static const char* WALKING_ANI = "Models/Jack_Walk.ani";
|
|
|
|
using namespace CrowdAgentReposition;
|
|
|
|
auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
|
|
auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
|
|
Vector3 velocity = eventData[P_VELOCITY].GetVector3();
|
|
float timeStep = eventData[P_TIMESTEP].GetFloat();
|
|
|
|
// Only Jack agent has animation controller
|
|
auto* animCtrl = node->GetComponent<AnimationController>();
|
|
if (animCtrl)
|
|
{
|
|
float speed = velocity.Length();
|
|
if (animCtrl->IsPlaying(WALKING_ANI))
|
|
{
|
|
float speedRatio = speed / agent->GetMaxSpeed();
|
|
// Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
|
|
node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
|
|
// Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
|
|
animCtrl->SetSpeed(WALKING_ANI, speedRatio * 1.5f);
|
|
}
|
|
else
|
|
animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
|
|
|
|
// If speed is too low then stop the animation
|
|
if (speed < agent->GetRadius())
|
|
animCtrl->Stop(WALKING_ANI, 0.5f);
|
|
}
|
|
}
|
|
|
|
void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
using namespace CrowdAgentFormation;
|
|
|
|
unsigned index = eventData[P_INDEX].GetUInt();
|
|
unsigned size = eventData[P_SIZE].GetUInt();
|
|
Vector3 position = eventData[P_POSITION].GetVector3();
|
|
|
|
// The first agent will always move to the exact position, all other agents will select a random point nearby
|
|
if (index)
|
|
{
|
|
auto* crowdManager = static_cast<CrowdManager*>(GetEventSender());
|
|
auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
|
|
eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
|
|
}
|
|
}
|