Urho3D/Source/Samples/39_CrowdNavigation/CrowdNavigation.h
2020-01-05 06:21:40 +00:00

185 lines
8.9 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Drawable;
class Node;
class Scene;
}
/// CrowdNavigation example.
/// This sample demonstrates:
/// - Generating a dynamic navigation mesh into the scene
/// - Performing path queries to the navigation mesh
/// - Adding and removing obstacles/agents at runtime
/// - Raycasting drawable components
/// - Crowd movement management
/// - Accessing crowd agents with the crowd manager
/// - Using off-mesh connections to make boxes climbable
/// - Using agents to simulate moving obstacles
class CrowdNavigation : public Sample
{
URHO3D_OBJECT(CrowdNavigation, Sample);
public:
/// Construct.
explicit CrowdNavigation(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
"<patch>"
" <add sel=\"/element\">"
" <element type=\"Button\">"
" <attribute name=\"Name\" value=\"Button3\" />"
" <attribute name=\"Position\" value=\"-120 -120\" />"
" <attribute name=\"Size\" value=\"96 96\" />"
" <attribute name=\"Horiz Alignment\" value=\"Right\" />"
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"Label\" />"
" <attribute name=\"Horiz Alignment\" value=\"Center\" />"
" <attribute name=\"Vert Alignment\" value=\"Center\" />"
" <attribute name=\"Color\" value=\"0 0 0 1\" />"
" <attribute name=\"Text\" value=\"Spawn\" />"
" </element>"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"LSHIFT\" />"
" </element>"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
" <attribute name=\"Text\" value=\"LEFT\" />"
" </element>"
" </element>"
" <element type=\"Button\">"
" <attribute name=\"Name\" value=\"Button4\" />"
" <attribute name=\"Position\" value=\"-120 -12\" />"
" <attribute name=\"Size\" value=\"96 96\" />"
" <attribute name=\"Horiz Alignment\" value=\"Right\" />"
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"Label\" />"
" <attribute name=\"Horiz Alignment\" value=\"Center\" />"
" <attribute name=\"Vert Alignment\" value=\"Center\" />"
" <attribute name=\"Color\" value=\"0 0 0 1\" />"
" <attribute name=\"Text\" value=\"Obstacles\" />"
" </element>"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
" <attribute name=\"Text\" value=\"MIDDLE\" />"
" </element>"
" </element>"
" </add>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Set</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
" <attribute name=\"Text\" value=\"LEFT\" />"
" </element>"
" </add>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"SPACE\" />"
" </element>"
" </add>"
"</patch>";
}
private:
/// Construct the scene content.
void CreateScene();
/// Construct user interface elements.
void CreateUI();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Subscribe to application-wide logic update and post-render update events.
void SubscribeToEvents();
/// Read input and moves the camera.
void MoveCamera(float timeStep);
/// Set crowd agents target or spawn another jack.
void SetPathPoint(bool spawning);
/// Add new obstacle or remove existing obstacle/agent.
void AddOrRemoveObject();
/// Create a "Jack" object at position.
void SpawnJack(const Vector3& pos, Node* jackGroup);
/// Create a mushroom object at position.
void CreateMushroom(const Vector3& pos);
/// Create an off-mesh connection for each box to make it climbable.
void CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup);
/// Create some movable barrels as crowd agents.
void CreateMovingBarrels(DynamicNavigationMesh* navMesh);
/// Utility function to raycast to the cursor position. Return true if hit.
bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
/// Toggle navigation mesh streaming.
void ToggleStreaming(bool enabled);
/// Update navigation mesh streaming.
void UpdateStreaming();
/// Save navigation data for streaming.
void SaveNavigationData();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the post-render update event.
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
/// Handle problems with crowd agent placement.
void HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData);
/// Handle crowd agent reposition.
void HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData);
/// Handle crowd agent formation.
void HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData);
/// Flag for using navigation mesh streaming.
bool useStreaming_{};
/// Streaming distance.
int streamingDistance_{2};
/// Tile data.
HashMap<IntVector2, PODVector<unsigned char> > tileData_;
/// Added tiles.
HashSet<IntVector2> addedTiles_;
/// Flag for drawing debug geometry.
bool drawDebug_{};
/// Instruction text UI-element.
Text* instructionText_{};
};