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- //
- // Copyright (c) 2008-2015 the Urho3D project.
- // Copyright (c) 2015 Xamarin Inc
- // Copyright (c) 2016 THUNDERBEAST GAMES LLC
- //
- // 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.
- //
- using System.Linq;
- using AtomicEngine;
- namespace FeatureExamples
- {
- public class CrowdNavigationSample : Sample
- {
- bool drawDebug;
- CrowdManager crowdManager;
- public CrowdNavigationSample() : base() { }
- public override void Start()
- {
- base.Start();
- CreateScene();
- CreateUI();
- SetupViewport();
- SubscribeToEvents();
- }
- void CreateUI()
- {
- var cache = GetSubsystem<ResourceCache>();
- SimpleCreateInstructions(
- "Use WASD keys to move, RMB to rotate view\n" +
- "LMB to set destination, SHIFT+LMB to spawn a Jack\n" +
- "CTRL+LMB to teleport main agent\n" +
- "MMB to add obstacles or remove obstacles/agents\n" +
- "F5 to save scene, F7 to load\n" +
- "Space to toggle debug geometry");
- }
- protected override void Update(float timeStep)
- {
- MoveCamera(timeStep);
- base.Update(timeStep);
- }
- void SubscribeToEvents()
- {
- SubscribeToEvent<PostRenderUpdateEvent>(e =>
- {
- if (drawDebug)
- {
- // Visualize navigation mesh, obstacles and off-mesh connections
- scene.GetComponent<DynamicNavigationMesh>().DrawDebugGeometry(true);
- // Visualize agents' path and position to reach
- crowdManager.DrawDebugGeometry(true);
- }
- });
- SubscribeToEvent<CrowdAgentFailureEvent>(e =>
- {
- Node node = e.Node;
- CrowdAgentState agentState = (CrowdAgentState) e.CrowdAgentState;
- // If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
- if (agentState == CrowdAgentState.CA_STATE_INVALID)
- {
- // Get a point on the navmesh using more generous extents
- Vector3 newPos = scene.GetComponent<DynamicNavigationMesh>().FindNearestPoint(node.Position, new Vector3(5.0f, 5.0f, 5.0f));
- // Set the new node position, CrowdAgent component will automatically reset the state of the agent
- node.Position = newPos;
- }
- });
- SubscribeToEvent<CrowdAgentRepositionEvent>(e =>
- {
- string WALKING_ANI = "Models/Jack_Walk.ani";
- Node node = e.Node;
- Vector3 velocity = e.Velocity;
- // Only Jack agent has animation controller
- AnimationController animCtrl = node.GetComponent<AnimationController>();
- if (animCtrl != null)
- {
- float speed = velocity.Length;
- if (animCtrl.IsPlaying(WALKING_ANI))
- {
- float speedRatio = speed / e.CrowdAgent.MaxSpeed;
- // Face the direction of its velocity but moderate the turning speed based on the speed ratio as we do not have timeStep here
- node.Rotation = Quaternion.Slerp(node.Rotation, Quaternion.FromRotationTo(Vector3.UnitZ, velocity), 10f * e.TimeStep * speedRatio);
- // Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
- animCtrl.SetSpeed(WALKING_ANI, speedRatio);
- }
- else
- animCtrl.Play(WALKING_ANI, 0, true, 0.1f);
- // If speed is too low then stopping the animation
- if (speed < e.CrowdAgent.Radius)
- animCtrl.Stop(WALKING_ANI, 0.8f);
- }
- });
- }
- void MoveCamera(float timeStep)
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- Input input = GetSubsystem<Input>();
- var rightMouseDown = input.GetMouseButtonDown(Constants.MOUSEB_RIGHT);
- // Movement speed as world units per second
- const float moveSpeed = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float mouseSensitivity = 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 (rightMouseDown)
- {
- IntVector2 mouseMove = input.MouseMove;
- Yaw += mouseSensitivity * mouseMove.X;
- Pitch += mouseSensitivity * mouseMove.Y;
- Pitch = MathHelper.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 = new Quaternion(Pitch, Yaw, 0.0f);
- }
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.GetKeyDown(Constants.KEY_W)) CameraNode.Translate(Vector3.UnitZ * moveSpeed * timeStep);
- if (input.GetKeyDown(Constants.KEY_S)) CameraNode.Translate(-Vector3.UnitZ * moveSpeed * timeStep);
- if (input.GetKeyDown(Constants.KEY_A)) CameraNode.Translate(-Vector3.UnitX * moveSpeed * timeStep);
- if (input.GetKeyDown(Constants.KEY_D)) CameraNode.Translate(Vector3.UnitX * moveSpeed * timeStep);
- const int qualShift = 1;
- // Set destination or spawn a new jack with left mouse button
- if (input.GetMouseButtonPress(Constants.MOUSEB_LEFT))
- SetPathPoint(input.GetQualifierDown(qualShift));
- // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
- if (input.GetMouseButtonPress(Constants.MOUSEB_MIDDLE))
- AddOrRemoveObject();
- /*
- // Check for loading/saving the scene. Save the scene to the file Data/Scenes/CrowdNavigation.xml relative to the executable
- // directory
- if (input.GetKeyPress(Key.F5))
- scene.SaveXml(FileSystem.ProgramDir + "Data/Scenes/CrowdNavigation.xml");
- if (input.GetKeyPress(Key.F7))
- scene.LoadXml(FileSystem.ProgramDir + "Data/Scenes/CrowdNavigation.xml");
- */
- // Toggle debug geometry with space
- if (input.GetKeyPress(Constants.KEY_SPACE))
- drawDebug = !drawDebug;
- }
- bool Raycast(float maxDistance, out Vector3 hitPos, out Drawable hitDrawable)
- {
- var input = GetSubsystem<Input>();
- hitDrawable = null;
- hitPos = new Vector3();
- var graphics = GetSubsystem<Graphics>();
- Camera camera = CameraNode.GetComponent<Camera>();
- IntVector2 pos = input.MousePosition;
- Ray cameraRay = camera.GetScreenRay((float)pos.X / graphics.Width, (float)pos.Y / graphics.Height);
- RayOctreeQuery query = new RayOctreeQuery(cameraRay, RayQueryLevel.RAY_TRIANGLE, maxDistance, Constants.DRAWABLE_GEOMETRY);
- // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- scene.GetComponent<Octree>().RaycastSingle(query);
- if (query.Results.Count > 0)
- {
- var first = query.Results.First();
- hitPos = first.Position;
- hitDrawable = first.Drawable;
- return true;
- }
- return false;
- }
- void SetPathPoint(bool spawning)
- {
- Vector3 hitPos;
- Drawable hitDrawable;
- if (Raycast(250.0f, out hitPos, out hitDrawable))
- {
- DynamicNavigationMesh navMesh = scene.GetComponent<DynamicNavigationMesh>();
- Vector3 pathPos = navMesh.FindNearestPoint(hitPos, new Vector3(1.0f, 1.0f, 1.0f));
- Node jackGroup = scene.GetChild("Jacks", false);
- if (spawning)
- // Spawn a jack at the target position
- SpawnJack(pathPos, jackGroup);
- else
- // Set crowd agents target position
- scene.GetComponent<CrowdManager>().SetCrowdTarget(pathPos, jackGroup);
- }
- }
- 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 (Raycast(250.0f, out hitPos, out hitDrawable))
- {
- Node hitNode = hitDrawable.Node;
- // Note that navmesh rebuild happens when the Obstacle component is removed
- if (hitNode.Name == "Mushroom")
- hitNode.Remove();
- else if (hitNode.Name == "Jack")
- hitNode.Remove();
- else
- CreateMushroom(hitPos);
- }
- }
- void SetupViewport()
- {
- var renderer = GetSubsystem<Renderer>();
- renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
- }
- void CreateScene()
- {
- var cache = GetSubsystem<ResourceCache>();
- scene = new 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 = new Vector3(100.0f, 1.0f, 100.0f);
- StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
- planeObject.Model = (cache.Get<Model>("Models/Plane.mdl"));
- planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
- // Create a Zone component for ambient lighting & fog control
- Node zoneNode = scene.CreateChild("Zone");
- Zone zone = zoneNode.CreateComponent<Zone>();
- zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
- zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
- zone.FogColor = new 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.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
- Light light = lightNode.CreateComponent<Light>();
- light.LightType = LightType.LIGHT_DIRECTIONAL;
- light.CastShadows = true;
- light.ShadowBias = new 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 = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- // Create randomly sized boxes. If boxes are big enough, make them occluders
- const uint numBoxes = 20;
- Node boxGroup = scene.CreateChild("Boxes");
- for (uint i = 0; i < numBoxes; ++i)
- {
- Node boxNode = boxGroup.CreateChild("Box");
- float size = 1.0f + NextRandom(10.0f);
- boxNode.Position = (new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f));
- boxNode.SetScale(size);
- StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
- boxObject.Model = (cache.Get<Model>("Models/Box.mdl"));
- boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
- boxObject.CastShadows = true;
- if (size >= 3.0f)
- boxObject.Occluder = true;
- }
- // Create a DynamicNavigationMesh component to the scene root
- DynamicNavigationMesh navMesh = scene.CreateComponent<DynamicNavigationMesh>();
- // Set the agent height large enough to exclude the layers under boxes
- navMesh.AgentHeight = 10.0f;
- navMesh.CellHeight = 0.05f;
- navMesh.DrawObstacles = true;
- navMesh.DrawOffMeshConnections = true;
- // 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 = new 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 an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
- // Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
- // Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
- CreateBoxOffMeshConnections(navMesh, boxGroup);
- // Create some mushrooms
- const uint numMushrooms = 100;
- for (uint i = 0; i < numMushrooms; ++i)
- CreateMushroom(new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
- // Create a CrowdManager component to the scene root
- crowdManager = scene.CreateComponent<CrowdManager>();
- var parameters = crowdManager.GetObstacleAvoidanceParams(0);
- // Set the params to "High (66)" setting
- parameters.VelBias = 0.5f;
- parameters.AdaptiveDivs = 7;
- parameters.AdaptiveRings = 3;
- parameters.AdaptiveDepth = 3;
- crowdManager.SetObstacleAvoidanceParams(0, parameters);
- // Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
- CreateMovingBarrels(navMesh);
- // Create Jack node that will follow the path
- SpawnJack(new Vector3(-5.0f, 0.0f, 20.0f), scene.CreateChild("Jacks"));
- // Create the camera. Limit far clip distance to match the fog
- CameraNode = new Node();
- Camera camera = CameraNode.CreateComponent<Camera>();
- camera.FarClip = 300.0f;
- // Set an initial position for the camera scene node above the plane
- CameraNode.Position = new Vector3(0.0f, 50.0f, 0.0f);
- Pitch = 80.0f;
- CameraNode.Rotation = new Quaternion(Pitch, Yaw, 0.0f);
- }
- void SpawnJack(Vector3 pos, Node jackGroup)
- {
- var cache = GetSubsystem<ResourceCache>();
- Node jackNode = jackGroup.CreateChild("Jack");
- jackNode.Position = pos;
- AnimatedModel modelObject = jackNode.CreateComponent<AnimatedModel>();
- modelObject.Model = (cache.Get<Model>("Models/Jack.mdl"));
- modelObject.SetMaterial(cache.Get<Material>("Materials/Jack.xml"));
- modelObject.CastShadows = true;
- jackNode.CreateComponent<AnimationController>();
- // Create the CrowdAgent
- var agent = jackNode.CreateComponent<CrowdAgent>();
- agent.Height = 2.0f;
- agent.MaxSpeed = 3.0f;
- agent.MaxAccel = 3.0f;
- }
- void CreateMushroom(Vector3 pos)
- {
- var cache = GetSubsystem<ResourceCache>();
- Node mushroomNode = scene.CreateChild("Mushroom");
- mushroomNode.Position = (pos);
- mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
- mushroomNode.SetScale(2.0f + NextRandom(0.5f));
- StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
- mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
- mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
- mushroomObject.CastShadows = true;
- // Create the navigation obstacle
- Obstacle obstacle = mushroomNode.CreateComponent<Obstacle>();
- obstacle.Radius = mushroomNode.Scale.X;
- obstacle.Height = mushroomNode.Scale.Y;
- }
- void CreateBoxOffMeshConnections(DynamicNavigationMesh navMesh, Node boxGroup)
- {
- foreach (var box in boxGroup.GetChildren())
- {
- var boxPos = box.Position;
- float boxHalfSize = box.Scale.X / 2;
- var connectionStart = box.CreateChild("ConnectionStart");
- connectionStart.SetWorldPosition(navMesh.FindNearestPoint(boxPos + new Vector3(boxHalfSize, -boxHalfSize, 0), Vector3.One));
- var connectionEnd = box.CreateChild("ConnectionEnd");
- connectionEnd.SetWorldPosition(navMesh.FindNearestPoint(boxPos + new Vector3(boxHalfSize, boxHalfSize, 0), Vector3.One));
- OffMeshConnection connection = connectionStart.CreateComponent<OffMeshConnection>();
- connection.EndPoint = connectionEnd;
- }
- }
- void CreateMovingBarrels(DynamicNavigationMesh navMesh)
- {
- var cache = GetSubsystem<ResourceCache>();
- Node barrel = scene.CreateChild("Barrel");
- StaticModel model = barrel.CreateComponent<StaticModel>();
- model.Model = cache.Get<Model>("Models/Cylinder.mdl");
- Material material = cache.Get<Material>("Materials/StoneTiled.xml");
- model.SetMaterial(material);
- material.SetTexture(TextureUnit.TU_DIFFUSE, cache.Get<Texture2D>("Textures/TerrainDetail2.dds"));
- model.CastShadows = true;
- for (int i = 0; i < 20; ++i)
- {
- Node clone = barrel.Clone(CreateMode.REPLICATED);
- float size = 0.5f + NextRandom(1.0f);
- clone.Scale = new Vector3(size / 1.5f, size * 2.0f, size / 1.5f);
- clone.Position = navMesh.FindNearestPoint(new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f), Vector3.One);
- CrowdAgent agent = clone.CreateComponent<CrowdAgent>();
- agent.Radius = clone.Scale.X * 0.5f;
- agent.Height = size;
- agent.NavigationQuality = NavigationQuality.NAVIGATIONQUALITY_LOW;
- }
- barrel.Remove();
- }
- }
- }
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