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- //
- // 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_;
- };
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