Urho3D/Source/Samples/15_Navigation/Navigation.h
2021-07-17 16:43:46 +00:00

177 lines
8.2 KiB
C++

//
// Copyright (c) 2008-2021 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;
}
/// Navigation example.
/// This sample demonstrates:
/// - Generating a navigation mesh into the scene
/// - Performing path queries to the navigation mesh
/// - Rebuilding the navigation mesh partially when adding or removing objects
/// - Visualizing custom debug geometry
/// - Raycasting drawable components
/// - Making a node follow the Detour path
class Navigation : public Sample
{
URHO3D_OBJECT(Navigation, Sample);
public:
/// Construct.
explicit Navigation(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=\"Teleport\" />"
" </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 path start or end point.
void SetPathPoint();
/// Add or remove object.
void AddOrRemoveObject();
/// Create a mushroom object at position.
Node* CreateMushroom(const Vector3& pos);
/// Utility function to raycast to the cursor position. Return true if hit
bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
/// Make Jack follow the Detour path.
void FollowPath(float timeStep);
/// 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);
/// Last calculated path.
PODVector<Vector3> currentPath_;
/// Path end position.
Vector3 endPos_;
/// Jack scene node.
SharedPtr<Node> jackNode_;
/// Flag for drawing debug geometry.
bool drawDebug_;
/// Flag for using navigation mesh streaming.
bool useStreaming_;
/// Streaming distance.
int streamingDistance_;
/// Tile data.
HashMap<IntVector2, PODVector<unsigned char> > tileData_;
/// Added tiles.
HashSet<IntVector2> addedTiles_;
};