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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // 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 "../Navigation/CrowdManager.h"
- #include "../Scene/Component.h"
- namespace Atomic
- {
- enum CrowdAgentRequestedTarget
- {
- CA_REQUESTEDTARGET_NONE = 0,
- CA_REQUESTEDTARGET_POSITION,
- CA_REQUESTEDTARGET_VELOCITY
- };
- enum CrowdAgentTargetState
- {
- CA_TARGET_NONE = 0,
- CA_TARGET_FAILED,
- CA_TARGET_VALID,
- CA_TARGET_REQUESTING,
- CA_TARGET_WAITINGFORQUEUE,
- CA_TARGET_WAITINGFORPATH,
- CA_TARGET_VELOCITY
- };
- enum CrowdAgentState
- {
- CA_STATE_INVALID = 0, ///< The agent is not in a valid state.
- CA_STATE_WALKING, ///< The agent is traversing a normal navigation mesh polygon.
- CA_STATE_OFFMESH ///< The agent is traversing an off-mesh connection.
- };
- enum NavigationQuality
- {
- NAVIGATIONQUALITY_LOW = 0,
- NAVIGATIONQUALITY_MEDIUM = 1,
- NAVIGATIONQUALITY_HIGH = 2
- };
- enum NavigationPushiness
- {
- NAVIGATIONPUSHINESS_LOW = 0,
- NAVIGATIONPUSHINESS_MEDIUM,
- NAVIGATIONPUSHINESS_HIGH,
- NAVIGATIONPUSHINESS_NONE
- };
- /// Crowd agent component, requires a CrowdManager component in the scene. When not set explicitly, agent's radius and height are defaulted to navigation mesh's agent radius and height, respectively.
- class ATOMIC_API CrowdAgent : public Component
- {
- ATOMIC_OBJECT(CrowdAgent, Component);
- friend class CrowdManager;
- friend void CrowdAgentUpdateCallback(dtCrowdAgent* ag, float dt);
- public:
- /// Construct.
- CrowdAgent(Context* context);
- /// Destruct.
- virtual ~CrowdAgent();
- /// Register object factory.
- static void RegisterObject(Context* context);
- /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
- virtual void ApplyAttributes();
- /// Handle enabled/disabled state change.
- virtual void OnSetEnabled();
- /// Draw debug geometry.
- void DrawDebugGeometry(bool depthTest);
- /// Draw debug feelers.
- virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
- /// Submit a new target position request for this agent.
- void SetTargetPosition(const Vector3& position);
- /// Submit a new target velocity request for this agent.
- void SetTargetVelocity(const Vector3& velocity);
- /// Reset any target request for the specified agent. Note that the agent will continue to move into the current direction; set a zero target velocity to actually stop.
- void ResetTarget();
- /// Update the node position. When set to false, the node position should be updated by other means (e.g. using Physics) in response to the E_CROWD_AGENT_REPOSITION event.
- void SetUpdateNodePosition(bool unodepos);
- /// Set the agent's max acceleration.
- void SetMaxAccel(float maxAccel);
- /// Set the agent's max velocity.
- void SetMaxSpeed(float maxSpeed);
- /// Set the agent's radius.
- void SetRadius(float radius);
- /// Set the agent's height.
- void SetHeight(float height);
- /// Set the agent's query filter type.
- void SetQueryFilterType(unsigned queryFilterType);
- /// Set the agent's obstacle avoidance type.
- void SetObstacleAvoidanceType(unsigned obstacleAvoidanceType);
- /// Set the agent's navigation quality.
- void SetNavigationQuality(NavigationQuality val);
- /// Set the agent's navigation pushiness.
- void SetNavigationPushiness(NavigationPushiness val);
- /// Return the agent's position.
- Vector3 GetPosition() const;
- /// Return the agent's desired velocity.
- Vector3 GetDesiredVelocity() const;
- /// Return the agent's actual velocity.
- Vector3 GetActualVelocity() const;
- /// Return the agent's requested target position.
- const Vector3& GetTargetPosition() const { return targetPosition_; }
- /// Return the agent's requested target velocity.
- const Vector3& GetTargetVelocity() const { return targetVelocity_; }
- /// Return the agent's requested target type, if any.
- CrowdAgentRequestedTarget GetRequestedTargetType() const { return requestedTargetType_; }
- /// Return the agent's state.
- CrowdAgentState GetAgentState() const;
- /// Return the agent's target state.
- CrowdAgentTargetState GetTargetState() const;
- /// Return true when the node's position should be updated by the CrowdManager.
- bool GetUpdateNodePosition() const { return updateNodePosition_; }
- /// Return the agent id.
- int GetAgentCrowdId() const { return agentCrowdId_; }
- /// Get the agent's max acceleration.
- float GetMaxAccel() const { return maxAccel_; }
- /// Get the agent's max velocity.
- float GetMaxSpeed() const { return maxSpeed_; }
- /// Get the agent's radius.
- float GetRadius() const { return radius_; }
- /// Get the agent's height.
- float GetHeight() const { return height_; }
- /// Get the agent's query filter type.
- unsigned GetQueryFilterType() const { return queryFilterType_; }
- /// Get the agent's obstacle avoidance type.
- unsigned GetObstacleAvoidanceType() const { return obstacleAvoidanceType_; }
- /// Get the agent's navigation quality.
- NavigationQuality GetNavigationQuality() const { return navQuality_; }
- /// Get the agent's navigation pushiness.
- NavigationPushiness GetNavigationPushiness() const { return navPushiness_; }
- /// Return true when the agent has a target.
- bool HasRequestedTarget() const { return requestedTargetType_ != CA_REQUESTEDTARGET_NONE; }
- /// Return true when the agent has arrived at its target.
- bool HasArrived() const;
- /// Return true when the agent is in crowd (being managed by a crowd manager).
- bool IsInCrowd() const;
- protected:
- /// Handle crowd agent being updated. It is called by CrowdManager::Update() via callback.
- virtual void OnCrowdUpdate(dtCrowdAgent* ag, float dt);
- /// Handle node being assigned.
- virtual void OnNodeSet(Node* node);
- /// Handle node being assigned.
- virtual void OnSceneSet(Scene* scene);
- /// \todo Handle node transform being dirtied.
- virtual void OnMarkedDirty(Node* node);
- /// Get internal Detour crowd agent.
- const dtCrowdAgent* GetDetourCrowdAgent() const;
- /// Handle navigation mesh tile added.
- void HandleNavigationTileAdded(StringHash eventType, VariantMap& eventData);
- private:
- /// Update Detour crowd agent parameter.
- void UpdateParameters(unsigned scope = M_MAX_UNSIGNED);
- /// Add agent into crowd.
- int AddAgentToCrowd(bool force = false);
- /// Remove agent from crowd.
- void RemoveAgentFromCrowd();
- /// Crowd manager.
- WeakPtr<CrowdManager> crowdManager_;
- /// Crowd manager reference to this agent.
- int agentCrowdId_;
- /// Requested target position.
- Vector3 targetPosition_;
- /// Requested target velocity.
- Vector3 targetVelocity_;
- /// Requested target type.
- CrowdAgentRequestedTarget requestedTargetType_;
- /// Flag indicating the node's position should be updated by Detour crowd manager.
- bool updateNodePosition_;
- /// Agent's max acceleration.
- float maxAccel_;
- /// Agent's max Velocity.
- float maxSpeed_;
- /// Agent's radius, if 0 the navigation mesh's setting will be used.
- float radius_;
- /// Agent's height, if 0 the navigation mesh's setting will be used.
- float height_;
- /// Agent's query filter type, it is an index to the query filter buffer configured in Detour crowd manager.
- unsigned queryFilterType_;
- /// Agent's obstacle avoidance type, it is an index to the obstacle avoidance array configured in Detour crowd manager. It is ignored when agent's navigation quality is not set to "NAVIGATIONQUALITY_HIGH".
- unsigned obstacleAvoidanceType_;
- /// Agent's navigation quality. The higher the setting, the higher the CPU usage during crowd simulation.
- NavigationQuality navQuality_;
- /// Agent's navigation pushiness. The higher the setting, the stronger the agent pushes its colliding neighbours around.
- NavigationPushiness navPushiness_;
- /// Agent's previous position used to check for position changes.
- Vector3 previousPosition_;
- /// Agent's previous target state used to check for state changes.
- CrowdAgentTargetState previousTargetState_;
- /// Agent's previous agent state used to check for state changes.
- CrowdAgentState previousAgentState_;
- /// Internal flag to ignore transform changes because it came from us, used in OnCrowdAgentReposition().
- bool ignoreTransformChanges_;
- };
- }
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