Urho3D/bin/Data/Scripts/15_Navigation.as
Wang Kai ffa6a9d6e2
Fix UI scale issues. (#2779)
* Fix UI scale issues.

* Fixing of UI scaling issue.

* Unify cursor in UI scaled position.

* Scaled UI issue: JSCanvasSize modification

* Remove extra space.

* Fixed Editor viewport related issues when UI scaled.
2021-02-21 21:08:16 +03:00

541 lines
22 KiB
ActionScript

// 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
#include "Scripts/Utilities/Sample.as"
Vector3 endPos;
Array<Vector3> currentPath;
Node@ jackNode;
bool useStreaming = false;
// Used for streaming only
const int STREAMING_DISTANCE = 2;
Array<VectorBuffer> navigationTilesData;
Array<IntVector2> navigationTilesIdx;
Array<IntVector2> addedTiles;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Create the UI content
CreateUI();
// Setup the viewport for displaying the scene
SetupViewport();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE);
// Hook up to the frame update and render post-update events
SubscribeToEvents();
}
void CreateScene()
{
scene_ = Scene();
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
// Also create a DebugRenderer component so that we can draw debug geometry
scene_.CreateComponent("Octree");
scene_.CreateComponent("DebugRenderer");
// Create scene node & StaticModel component for showing a static plane
Node@ planeNode = scene_.CreateChild("Plane");
planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
// Create a Zone component for ambient lighting & fog control
Node@ zoneNode = scene_.CreateChild("Zone");
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
zone.fogColor = Color(0.5f, 0.5f, 0.7f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a directional light to the world. Enable cascaded shadows on it
Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.castShadows = true;
light.shadowBias = BiasParameters(0.00025f, 0.5f);
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
// Create some mushrooms
const uint NUM_MUSHROOMS = 100;
for (uint i = 0; i < NUM_MUSHROOMS; ++i)
CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
// Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
// rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
const uint NUM_BOXES = 20;
for (uint i = 0; i < NUM_BOXES; ++i)
{
Node@ boxNode = scene_.CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
boxNode.SetScale(size);
StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
boxObject.castShadows = true;
if (size >= 3.0f)
boxObject.occluder = true;
}
// Create Jack node that will follow the path
jackNode = scene_.CreateChild("Jack");
jackNode.position = Vector3(-5.0f, 0.0f, 20.0f);
AnimatedModel@ modelObject = jackNode.CreateComponent("AnimatedModel");
modelObject.model = cache.GetResource("Model", "Models/Jack.mdl");
modelObject.material = cache.GetResource("Material", "Materials/Jack.xml");
modelObject.castShadows = true;
// Create a NavigationMesh component to the scene root
NavigationMesh@ navMesh = scene_.CreateComponent("NavigationMesh");
// Set small tiles to show navigation mesh streaming
navMesh.tileSize = 32;
// Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
// navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
scene_.CreateComponent("Navigable");
// Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
// in the scene and still update the mesh correctly
navMesh.padding = Vector3(0.0f, 10.0f, 0.0f);
// Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
// physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
// it will use renderable geometry instead
navMesh.Build();
// Create the camera. Limit far clip distance to match the fog
cameraNode = scene_.CreateChild("Camera");
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
// Set an initial position for the camera scene node above the plane and looking down
cameraNode.position = Vector3(0.0f, 50.0f, 0.0f);
pitch = 80.0f;
cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
}
void CreateUI()
{
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will point the raycast target
XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
Cursor@ cursor = Cursor();
cursor.SetStyleAuto(style);
ui.cursor = cursor;
// Set starting position of the cursor at the rendering window center
cursor.SetPosition(graphics.width / 2, graphics.height / 2);
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text =
"Use WASD keys to move, RMB to rotate view\n"
"LMB to set destination, SHIFT+LMB to teleport\n"
"MMB or O key to add or remove obstacles\n"
"Tab to toggle navigation mesh streaming\n"
"Space to toggle debug geometry";
instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText.textAlignment = HA_CENTER;
// Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER;
instructionText.verticalAlignment = VA_CENTER;
instructionText.SetPosition(0, ui.root.height / 4);
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate");
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
}
void MoveCamera(float timeStep)
{
input.mouseVisible = input.mouseMode != MM_RELATIVE;
bool mouseDown = input.mouseButtonDown[MOUSEB_RIGHT];
// Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
input.mouseGrabbed = mouseDown;
// Right mouse button controls mouse cursor visibility: hide when pressed
ui.cursor.visible = !mouseDown;
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// Movement speed as world units per second
const float MOVE_SPEED = 20.0f;
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY = 0.1f;
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
// Only move the camera when the cursor is hidden
if (!ui.cursor.visible)
{
IntVector2 mouseMove = input.mouseMove;
yaw += MOUSE_SENSITIVITY * mouseMove.x;
pitch += MOUSE_SENSITIVITY * mouseMove.y;
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.rotation = Quaternion(pitch, yaw, 0.0f);
}
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown[KEY_W])
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
// Set destination or teleport with left mouse button
if (input.mouseButtonPress[MOUSEB_LEFT])
SetPathPoint();
// Add or remove objects with middle mouse button, then rebuild navigation mesh partially
if (input.mouseButtonPress[MOUSEB_MIDDLE] || input.keyPress[KEY_O])
AddOrRemoveObject();
// Toggle debug geometry with space
if (input.keyPress[KEY_SPACE])
drawDebug = !drawDebug;
}
void SetPathPoint()
{
Vector3 hitPos;
Drawable@ hitDrawable;
NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
if (Raycast(250.0f, hitPos, hitDrawable))
{
Vector3 pathPos = navMesh.FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
if (input.qualifierDown[QUAL_SHIFT])
{
// Teleport
currentPath.Clear();
jackNode.LookAt(Vector3(pathPos.x, jackNode.position.y, pathPos.z), Vector3::UP);
jackNode.position = pathPos;
}
else
{
// Calculate path from Jack's current position to the end point
endPos = pathPos;
currentPath = navMesh.FindPath(jackNode.position, endPos);
}
}
}
void AddOrRemoveObject()
{
// Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
Vector3 hitPos;
Drawable@ hitDrawable;
if (!useStreaming && Raycast(250.0f, hitPos, hitDrawable))
{
// The part of the navigation mesh we must update, which is the world bounding box of the associated
// drawable component
BoundingBox updateBox;
Node@ hitNode = hitDrawable.node;
if (hitNode.name == "Mushroom")
{
updateBox = hitDrawable.worldBoundingBox;
hitNode.Remove();
}
else
{
Node@ newNode = CreateMushroom(hitPos);
StaticModel@ newObject = newNode.GetComponent("StaticModel");
updateBox = newObject.worldBoundingBox;
}
// Rebuild part of the navigation mesh, then rebuild the path if applicable
NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
navMesh.Build(updateBox);
if (currentPath.length > 0)
currentPath = navMesh.FindPath(jackNode.position, endPos);
}
}
Node@ CreateMushroom(const Vector3& pos)
{
Node@ mushroomNode = scene_.CreateChild("Mushroom");
mushroomNode.position = pos;
mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
mushroomNode.SetScale(2.0f + Random(0.5f));
StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
mushroomObject.castShadows = true;
return mushroomNode;
}
bool Raycast(float maxDistance, Vector3& hitPos, Drawable@& hitDrawable)
{
hitDrawable = null;
IntVector2 pos = ui.cursorPosition;
// Check the cursor is visible and there is no UI element in front of the cursor
if (!ui.cursor.visible || ui.GetElementAt(pos, true) !is null)
return false;
pos = ui.ConvertUIToSystem(ui.cursorPosition);
Camera@ camera = cameraNode.GetComponent("Camera");
Ray cameraRay = camera.GetScreenRay(float(pos.x) / graphics.width, float(pos.y) / graphics.height);
// Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
// Note the convenience accessor to scene's Octree component
RayQueryResult result = scene_.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
if (result.drawable !is null)
{
hitPos = result.position;
hitDrawable = result.drawable;
return true;
}
return false;
}
void FollowPath(float timeStep)
{
if (currentPath.length > 0)
{
Vector3 nextWaypoint = currentPath[0]; // NB: currentPath[0] is the next waypoint in order
// Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
float move = 5.0f * timeStep;
float distance = (jackNode.position - nextWaypoint).length;
if (move > distance)
move = distance;
jackNode.LookAt(nextWaypoint, Vector3::UP);
jackNode.Translate(Vector3::FORWARD * move);
// Remove waypoint if reached it
if (distance < 0.1)
currentPath.Erase(0);
}
}
void ToggleStreaming(bool enabled)
{
NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
if (enabled)
{
int maxTiles = (2 * STREAMING_DISTANCE + 1) * (2 * STREAMING_DISTANCE + 1);
BoundingBox boundingBox = navMesh.boundingBox;
SaveNavigationData();
navMesh.Allocate(boundingBox, maxTiles);
}
else
navMesh.Build();
}
void UpdateStreaming()
{
NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
// Center the navigation mesh at the jack
IntVector2 jackTile = navMesh.GetTileIndex(jackNode.worldPosition);
IntVector2 beginTile = VectorMax(IntVector2(0, 0), jackTile - IntVector2(1, 1) * STREAMING_DISTANCE);
IntVector2 endTile = VectorMin(jackTile + IntVector2(1, 1) * STREAMING_DISTANCE, navMesh.numTiles - IntVector2(1, 1));
// Remove tiles
for (uint i = 0; i < addedTiles.length;)
{
IntVector2 tileIdx = addedTiles[i];
if (beginTile.x <= tileIdx.x && tileIdx.x <= endTile.x && beginTile.y <= tileIdx.y && tileIdx.y <= endTile.y)
++i;
else
{
addedTiles.Erase(i);
navMesh.RemoveTile(tileIdx);
}
}
// 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);
int tileDataIdx = navigationTilesIdx.Find(tileIdx);
if (!navMesh.HasTile(tileIdx) && tileDataIdx != -1)
{
addedTiles.Push(tileIdx);
navMesh.AddTile(navigationTilesData[tileDataIdx]);
}
}
}
void SaveNavigationData()
{
NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
navigationTilesData.Clear();
navigationTilesIdx.Clear();
addedTiles.Clear();
IntVector2 numTiles = navMesh.numTiles;
for (int z = 0; z < numTiles.y; ++z)
for (int x = 0; x < numTiles.x; ++x)
{
IntVector2 idx(x, z);
navigationTilesData.Push(navMesh.GetTileData(idx));
navigationTilesIdx.Push(idx);
}
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
// Make Jack follow the Detour path
FollowPath(timeStep);
// Update streaming
if (input.keyPress[KEY_TAB])
{
useStreaming = !useStreaming;
ToggleStreaming(useStreaming);
}
if (useStreaming)
UpdateStreaming();
}
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
// If draw debug mode is enabled, draw navigation mesh debug geometry
if (drawDebug)
{
NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
navMesh.DrawDebugGeometry(true);
}
if (currentPath.length > 0)
{
// Visualize the current calculated path
// Note the convenience accessor to the DebugRenderer component
DebugRenderer@ debug = scene_.debugRenderer;
debug.AddBoundingBox(BoundingBox(endPos - Vector3(0.1f, 0.1f, 0.1f), endPos + Vector3(0.1f, 0.1f, 0.1f)),
Color(1.0f, 1.0f, 1.0f));
// Draw the path with a small upward bias so that it does not clip into the surfaces
Vector3 bias(0.0f, 0.05f, 0.0f);
debug.AddLine(jackNode.position + bias, currentPath[0] + bias, Color(1.0f, 1.0f, 1.0f));
if (currentPath.length > 1)
{
for (uint i = 0; i < currentPath.length - 1; ++i)
debug.AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
}
}
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<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>";