// // Copyright (c) 2008-2016 the Urho3D project. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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 Atomic { class Drawable; class Node; class Scene; class DynamicNavigationMesh; } /// 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 { ATOMIC_OBJECT(CrowdNavigation, Sample) public: /// Construct. CrowdNavigation(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: 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); /// 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 drawing debug geometry. bool drawDebug_; };