475 lines
18 KiB
C++
475 lines
18 KiB
C++
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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// Modified by Yao Wei Tjong for Urho3D
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#ifndef DETOURCROWD_H
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#define DETOURCROWD_H
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#include "DetourNavMeshQuery.h"
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#include "DetourObstacleAvoidance.h"
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#include "DetourLocalBoundary.h"
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#include "DetourPathCorridor.h"
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#include "DetourProximityGrid.h"
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#include "DetourPathQueue.h"
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/// The maximum number of neighbors that a crowd agent can take into account
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/// for steering decisions.
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/// @ingroup crowd
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static const int DT_CROWDAGENT_MAX_NEIGHBOURS = 6;
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/// The maximum number of corners a crowd agent will look ahead in the path.
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/// This value is used for sizing the crowd agent corner buffers.
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/// Due to the behavior of the crowd manager, the actual number of useful
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/// corners will be one less than this number.
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/// @ingroup crowd
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static const int DT_CROWDAGENT_MAX_CORNERS = 4;
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/// The maximum number of crowd avoidance configurations supported by the
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/// crowd manager.
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/// @ingroup crowd
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/// @see dtObstacleAvoidanceParams, dtCrowd::setObstacleAvoidanceParams(), dtCrowd::getObstacleAvoidanceParams(),
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/// dtCrowdAgentParams::obstacleAvoidanceType
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static const int DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS = 8;
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/// The maximum number of query filter types supported by the crowd manager.
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/// @ingroup crowd
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/// @see dtQueryFilter, dtCrowd::getFilter() dtCrowd::getEditableFilter(),
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/// dtCrowdAgentParams::queryFilterType
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static const int DT_CROWD_MAX_QUERY_FILTER_TYPE = 16;
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/// Provides neighbor data for agents managed by the crowd.
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/// @ingroup crowd
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/// @see dtCrowdAgent::neis, dtCrowd
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struct dtCrowdNeighbour
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{
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int idx; ///< The index of the neighbor in the crowd.
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float dist; ///< The distance between the current agent and the neighbor.
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};
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/// The type of navigation mesh polygon the agent is currently traversing.
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/// @ingroup crowd
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enum CrowdAgentState
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{
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DT_CROWDAGENT_STATE_INVALID, ///< The agent is not in a valid state.
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DT_CROWDAGENT_STATE_WALKING, ///< The agent is traversing a normal navigation mesh polygon.
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DT_CROWDAGENT_STATE_OFFMESH, ///< The agent is traversing an off-mesh connection.
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};
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/// Configuration parameters for a crowd agent.
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/// @ingroup crowd
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struct dtCrowdAgentParams
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{
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float radius; ///< Agent radius. [Limit: >= 0]
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float height; ///< Agent height. [Limit: > 0]
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float maxAcceleration; ///< Maximum allowed acceleration. [Limit: >= 0]
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float maxSpeed; ///< Maximum allowed speed. [Limit: >= 0]
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/// Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
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float collisionQueryRange;
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float pathOptimizationRange; ///< The path visibility optimization range. [Limit: > 0]
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/// How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
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float separationWeight;
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/// Flags that impact steering behavior. (See: #UpdateFlags)
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unsigned char updateFlags;
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/// The index of the avoidance configuration to use for the agent.
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/// [Limits: 0 <= value <= #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
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unsigned char obstacleAvoidanceType;
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/// The index of the query filter used by this agent.
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unsigned char queryFilterType;
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/// User defined data attached to the agent.
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void* userData;
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};
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enum MoveRequestState
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{
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DT_CROWDAGENT_TARGET_NONE = 0,
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DT_CROWDAGENT_TARGET_FAILED,
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DT_CROWDAGENT_TARGET_VALID,
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DT_CROWDAGENT_TARGET_REQUESTING,
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DT_CROWDAGENT_TARGET_WAITING_FOR_QUEUE,
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DT_CROWDAGENT_TARGET_WAITING_FOR_PATH,
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DT_CROWDAGENT_TARGET_VELOCITY,
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};
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/// Represents an agent managed by a #dtCrowd object.
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/// @ingroup crowd
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struct dtCrowdAgent
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{
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/// True if the agent is active, false if the agent is in an unused slot in the agent pool.
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bool active;
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/// The type of mesh polygon the agent is traversing. (See: #CrowdAgentState)
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unsigned char state;
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/// True if the agent has valid path (targetState == DT_CROWDAGENT_TARGET_VALID) and the path does not lead to the requested position, else false.
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bool partial;
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/// The path corridor the agent is using.
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dtPathCorridor corridor;
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/// The local boundary data for the agent.
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dtLocalBoundary boundary;
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/// Time since the agent's path corridor was optimized.
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float topologyOptTime;
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/// The known neighbors of the agent.
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dtCrowdNeighbour neis[DT_CROWDAGENT_MAX_NEIGHBOURS];
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/// The number of neighbors.
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int nneis;
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/// The desired speed.
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float desiredSpeed;
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float npos[3]; ///< The current agent position. [(x, y, z)]
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float disp[3]; ///< A temporary value used to accumulate agent displacement during iterative collision resolution. [(x, y, z)]
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float dvel[3]; ///< The desired velocity of the agent. Based on the current path, calculated from scratch each frame. [(x, y, z)]
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float nvel[3]; ///< The desired velocity adjusted by obstacle avoidance, calculated from scratch each frame. [(x, y, z)]
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float vel[3]; ///< The actual velocity of the agent. The change from nvel -> vel is constrained by max acceleration. [(x, y, z)]
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/// The agent's configuration parameters.
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dtCrowdAgentParams params;
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/// The local path corridor corners for the agent. (Staight path.) [(x, y, z) * #ncorners]
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float cornerVerts[DT_CROWDAGENT_MAX_CORNERS*3];
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/// The local path corridor corner flags. (See: #dtStraightPathFlags) [(flags) * #ncorners]
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unsigned char cornerFlags[DT_CROWDAGENT_MAX_CORNERS];
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/// The reference id of the polygon being entered at the corner. [(polyRef) * #ncorners]
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dtPolyRef cornerPolys[DT_CROWDAGENT_MAX_CORNERS];
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/// The number of corners.
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int ncorners;
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unsigned char targetState; ///< State of the movement request.
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dtPolyRef targetRef; ///< Target polyref of the movement request.
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float targetPos[3]; ///< Target position of the movement request (or velocity in case of DT_CROWDAGENT_TARGET_VELOCITY).
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dtPathQueueRef targetPathqRef; ///< Path finder ref.
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bool targetReplan; ///< Flag indicating that the current path is being replanned.
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float targetReplanTime; /// <Time since the agent's target was replanned.
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};
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struct dtCrowdAgentAnimation
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{
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bool active;
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float initPos[3], startPos[3], endPos[3];
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dtPolyRef polyRef;
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float t, tmax;
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};
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/// Crowd agent update flags.
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/// @ingroup crowd
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/// @see dtCrowdAgentParams::updateFlags
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enum UpdateFlags
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{
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DT_CROWD_ANTICIPATE_TURNS = 1,
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DT_CROWD_OBSTACLE_AVOIDANCE = 2,
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DT_CROWD_SEPARATION = 4,
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DT_CROWD_OPTIMIZE_VIS = 8, ///< Use #dtPathCorridor::optimizePathVisibility() to optimize the agent path.
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DT_CROWD_OPTIMIZE_TOPO = 16, ///< Use dtPathCorridor::optimizePathTopology() to optimize the agent path.
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};
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struct dtCrowdAgentDebugInfo
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{
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int idx;
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float optStart[3], optEnd[3];
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dtObstacleAvoidanceDebugData* vod;
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};
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// Urho3D: Add update callback support
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/// Type for the update callback.
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typedef void (*dtUpdateCallback)(dtCrowdAgent* ag, float dt);
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/// Provides local steering behaviors for a group of agents.
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/// @ingroup crowd
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class dtCrowd
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{
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dtUpdateCallback m_updateCallback; // Urho3D
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int m_maxAgents;
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dtCrowdAgent* m_agents;
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dtCrowdAgent** m_activeAgents;
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dtCrowdAgentAnimation* m_agentAnims;
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dtPathQueue m_pathq;
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dtObstacleAvoidanceParams m_obstacleQueryParams[DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS];
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dtObstacleAvoidanceQuery* m_obstacleQuery;
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dtProximityGrid* m_grid;
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dtPolyRef* m_pathResult;
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int m_maxPathResult;
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float m_agentPlacementHalfExtents[3];
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dtQueryFilter m_filters[DT_CROWD_MAX_QUERY_FILTER_TYPE];
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float m_maxAgentRadius;
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int m_velocitySampleCount;
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dtNavMeshQuery* m_navquery;
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void updateTopologyOptimization(dtCrowdAgent** agents, const int nagents, const float dt);
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void updateMoveRequest(const float dt);
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void checkPathValidity(dtCrowdAgent** agents, const int nagents, const float dt);
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inline int getAgentIndex(const dtCrowdAgent* agent) const { return (int)(agent - m_agents); }
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bool requestMoveTargetReplan(const int idx, dtPolyRef ref, const float* pos);
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void purge();
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public:
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dtCrowd();
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~dtCrowd();
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// Urho3D: Add update callback support
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/// Initializes the crowd.
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/// @param[in] maxAgents The maximum number of agents the crowd can manage. [Limit: >= 1]
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/// @param[in] maxAgentRadius The maximum radius of any agent that will be added to the crowd. [Limit: > 0]
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/// @param[in] nav The navigation mesh to use for planning.
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/// @param[in] cb The update callback.
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/// @return True if the initialization succeeded.
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bool init(const int maxAgents, const float maxAgentRadius, dtNavMesh* nav, dtUpdateCallback cb = 0);
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/// Sets the shared avoidance configuration for the specified index.
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/// @param[in] idx The index. [Limits: 0 <= value < #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
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/// @param[in] params The new configuration.
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void setObstacleAvoidanceParams(const int idx, const dtObstacleAvoidanceParams* params);
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/// Gets the shared avoidance configuration for the specified index.
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/// @param[in] idx The index of the configuration to retreive.
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/// [Limits: 0 <= value < #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
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/// @return The requested configuration.
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const dtObstacleAvoidanceParams* getObstacleAvoidanceParams(const int idx) const;
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/// Gets the specified agent from the pool.
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/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
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/// @return The requested agent.
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const dtCrowdAgent* getAgent(const int idx);
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/// Gets the specified agent from the pool.
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/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
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/// @return The requested agent.
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dtCrowdAgent* getEditableAgent(const int idx);
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/// The maximum number of agents that can be managed by the object.
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/// @return The maximum number of agents.
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int getAgentCount() const;
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// Urho3D: Add missing getter
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/// The maximum radius of any agent that will be added to the crowd.
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/// @return The maximum radius of any agent.
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float getMaxAgentRadius() const { return m_maxAgentRadius; }
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/// Adds a new agent to the crowd.
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/// @param[in] pos The requested position of the agent. [(x, y, z)]
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/// @param[in] params The configutation of the agent.
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/// @return The index of the agent in the agent pool. Or -1 if the agent could not be added.
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int addAgent(const float* pos, const dtCrowdAgentParams* params);
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/// Updates the specified agent's configuration.
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/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
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/// @param[in] params The new agent configuration.
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void updateAgentParameters(const int idx, const dtCrowdAgentParams* params);
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/// Removes the agent from the crowd.
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/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
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void removeAgent(const int idx);
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/// Submits a new move request for the specified agent.
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/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
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/// @param[in] ref The position's polygon reference.
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/// @param[in] pos The position within the polygon. [(x, y, z)]
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/// @return True if the request was successfully submitted.
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bool requestMoveTarget(const int idx, dtPolyRef ref, const float* pos);
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/// Submits a new move request for the specified agent.
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/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
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/// @param[in] vel The movement velocity. [(x, y, z)]
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/// @return True if the request was successfully submitted.
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bool requestMoveVelocity(const int idx, const float* vel);
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/// Resets any request for the specified agent.
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/// @param[in] idx The agent index. [Limits: 0 <= value < #getAgentCount()]
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/// @return True if the request was successfully reseted.
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bool resetMoveTarget(const int idx);
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/// Gets the active agents int the agent pool.
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/// @param[out] agents An array of agent pointers. [(#dtCrowdAgent *) * maxAgents]
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/// @param[in] maxAgents The size of the crowd agent array.
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/// @return The number of agents returned in @p agents.
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int getActiveAgents(dtCrowdAgent** agents, const int maxAgents);
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/// Updates the steering and positions of all agents.
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/// @param[in] dt The time, in seconds, to update the simulation. [Limit: > 0]
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/// @param[out] debug A debug object to load with debug information. [Opt]
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void update(const float dt, dtCrowdAgentDebugInfo* debug);
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/// Gets the filter used by the crowd.
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/// @return The filter used by the crowd.
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inline const dtQueryFilter* getFilter(const int i) const { return (i >= 0 && i < DT_CROWD_MAX_QUERY_FILTER_TYPE) ? &m_filters[i] : 0; }
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/// Gets the filter used by the crowd.
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/// @return The filter used by the crowd.
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inline dtQueryFilter* getEditableFilter(const int i) { return (i >= 0 && i < DT_CROWD_MAX_QUERY_FILTER_TYPE) ? &m_filters[i] : 0; }
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/// Gets the search halfExtents [(x, y, z)] used by the crowd for query operations.
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/// @return The search halfExtents used by the crowd. [(x, y, z)]
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const float* getQueryHalfExtents() const { return m_agentPlacementHalfExtents; }
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/// Same as getQueryHalfExtents. Left to maintain backwards compatibility.
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/// @return The search halfExtents used by the crowd. [(x, y, z)]
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const float* getQueryExtents() const { return m_agentPlacementHalfExtents; }
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/// Gets the velocity sample count.
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/// @return The velocity sample count.
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inline int getVelocitySampleCount() const { return m_velocitySampleCount; }
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/// Gets the crowd's proximity grid.
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/// @return The crowd's proximity grid.
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const dtProximityGrid* getGrid() const { return m_grid; }
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/// Gets the crowd's path request queue.
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/// @return The crowd's path request queue.
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const dtPathQueue* getPathQueue() const { return &m_pathq; }
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/// Gets the query object used by the crowd.
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const dtNavMeshQuery* getNavMeshQuery() const { return m_navquery; }
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private:
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// Explicitly disabled copy constructor and copy assignment operator.
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dtCrowd(const dtCrowd&);
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dtCrowd& operator=(const dtCrowd&);
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};
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/// Allocates a crowd object using the Detour allocator.
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/// @return A crowd object that is ready for initialization, or null on failure.
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/// @ingroup crowd
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dtCrowd* dtAllocCrowd();
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/// Frees the specified crowd object using the Detour allocator.
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/// @param[in] ptr A crowd object allocated using #dtAllocCrowd
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/// @ingroup crowd
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void dtFreeCrowd(dtCrowd* ptr);
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#endif // DETOURCROWD_H
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///////////////////////////////////////////////////////////////////////////
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// This section contains detailed documentation for members that don't have
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// a source file. It reduces clutter in the main section of the header.
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/**
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@defgroup crowd Crowd
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Members in this module implement local steering and dynamic avoidance features.
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The crowd is the big beast of the navigation features. It not only handles a
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lot of the path management for you, but also local steering and dynamic
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avoidance between members of the crowd. I.e. It can keep your agents from
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running into each other.
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Main class: #dtCrowd
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The #dtNavMeshQuery and #dtPathCorridor classes provide perfectly good, easy
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to use path planning features. But in the end they only give you points that
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your navigation client should be moving toward. When it comes to deciding things
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like agent velocity and steering to avoid other agents, that is up to you to
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implement. Unless, of course, you decide to use #dtCrowd.
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Basically, you add an agent to the crowd, providing various configuration
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settings such as maximum speed and acceleration. You also provide a local
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target to more toward. The crowd manager then provides, with every update, the
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new agent position and velocity for the frame. The movement will be
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constrained to the navigation mesh, and steering will be applied to ensure
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agents managed by the crowd do not collide with each other.
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This is very powerful feature set. But it comes with limitations.
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The biggest limitation is that you must give control of the agent's position
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completely over to the crowd manager. You can update things like maximum speed
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and acceleration. But in order for the crowd manager to do its thing, it can't
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allow you to constantly be giving it overrides to position and velocity. So
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you give up direct control of the agent's movement. It belongs to the crowd.
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The second biggest limitation revolves around the fact that the crowd manager
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deals with local planning. So the agent's target should never be more than
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256 polygons aways from its current position. If it is, you risk
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your agent failing to reach its target. So you may still need to do long
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distance planning and provide the crowd manager with intermediate targets.
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Other significant limitations:
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- All agents using the crowd manager will use the same #dtQueryFilter.
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- Crowd management is relatively expensive. The maximum agents under crowd
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management at any one time is between 20 and 30. A good place to start
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is a maximum of 25 agents for 0.5ms per frame.
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@note This is a summary list of members. Use the index or search
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feature to find minor members.
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@struct dtCrowdAgentParams
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@see dtCrowdAgent, dtCrowd::addAgent(), dtCrowd::updateAgentParameters()
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@var dtCrowdAgentParams::obstacleAvoidanceType
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@par
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#dtCrowd permits agents to use different avoidance configurations. This value
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is the index of the #dtObstacleAvoidanceParams within the crowd.
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@see dtObstacleAvoidanceParams, dtCrowd::setObstacleAvoidanceParams(),
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dtCrowd::getObstacleAvoidanceParams()
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@var dtCrowdAgentParams::collisionQueryRange
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@par
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Collision elements include other agents and navigation mesh boundaries.
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This value is often based on the agent radius and/or maximum speed. E.g. radius * 8
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@var dtCrowdAgentParams::pathOptimizationRange
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@par
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Only applicalbe if #updateFlags includes the #DT_CROWD_OPTIMIZE_VIS flag.
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This value is often based on the agent radius. E.g. radius * 30
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@see dtPathCorridor::optimizePathVisibility()
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@var dtCrowdAgentParams::separationWeight
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@par
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A higher value will result in agents trying to stay farther away from each other at
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the cost of more difficult steering in tight spaces.
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*/
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