CrowdNavigation.h 3.9 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class Drawable;
  28. class Node;
  29. class Scene;
  30. class DynamicNavigationMesh;
  31. }
  32. /// CrowdNavigation example.
  33. /// This sample demonstrates:
  34. /// - Generating a dynamic navigation mesh into the scene
  35. /// - Performing path queries to the navigation mesh
  36. /// - Adding and removing obstacles/agents at runtime
  37. /// - Raycasting drawable components
  38. /// - Crowd movement management
  39. /// - Accessing crowd agents with the crowd manager
  40. /// - Using off-mesh connections to make boxes climbable
  41. /// - Using agents to simulate moving obstacles
  42. class CrowdNavigation : public Sample
  43. {
  44. ATOMIC_OBJECT(CrowdNavigation, Sample)
  45. public:
  46. /// Construct.
  47. CrowdNavigation(Context* context);
  48. /// Setup after engine initialization and before running the main loop.
  49. virtual void Start();
  50. protected:
  51. private:
  52. /// Construct the scene content.
  53. void CreateScene();
  54. /// Construct user interface elements.
  55. void CreateUI();
  56. /// Set up a viewport for displaying the scene.
  57. void SetupViewport();
  58. /// Subscribe to application-wide logic update and post-render update events.
  59. void SubscribeToEvents();
  60. /// Read input and moves the camera.
  61. void MoveCamera(float timeStep);
  62. /// Set crowd agents target or spawn another jack.
  63. void SetPathPoint(bool spawning);
  64. /// Add new obstacle or remove existing obstacle/agent.
  65. void AddOrRemoveObject();
  66. /// Create a "Jack" object at position.
  67. void SpawnJack(const Vector3& pos, Node* jackGroup);
  68. /// Create a mushroom object at position.
  69. void CreateMushroom(const Vector3& pos);
  70. /// Create an off-mesh connection for each box to make it climbable.
  71. void CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup);
  72. /// Create some movable barrels as crowd agents.
  73. void CreateMovingBarrels(DynamicNavigationMesh* navMesh);
  74. /// Utility function to raycast to the cursor position. Return true if hit.
  75. bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
  76. /// Handle the logic update event.
  77. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  78. /// Handle the post-render update event.
  79. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  80. /// Handle problems with crowd agent placement.
  81. void HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData);
  82. /// Handle crowd agent reposition.
  83. void HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData);
  84. /// Handle crowd agent formation.
  85. void HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData);
  86. /// Flag for drawing debug geometry.
  87. bool drawDebug_;
  88. };