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+//
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+// Copyright (c) 2008-2017 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include <Urho3D/Core/CoreEvents.h>
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+#include <Urho3D/Engine/Engine.h>
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+#include <Urho3D/Graphics/AnimatedModel.h>
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+#include <Urho3D/Graphics/AnimationController.h>
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+#include <Urho3D/Graphics/Camera.h>
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+#include <Urho3D/Graphics/DebugRenderer.h>
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+#include <Urho3D/Graphics/Graphics.h>
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+#include <Urho3D/Graphics/Light.h>
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+#include <Urho3D/Graphics/Material.h>
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+#include <Urho3D/Graphics/Octree.h>
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+#include <Urho3D/Graphics/Renderer.h>
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+#include <Urho3D/Graphics/Zone.h>
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+#include <Urho3D/Input/Input.h>
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+#include <Urho3D/Navigation/CrowdAgent.h>
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+#include <Urho3D/Navigation/DynamicNavigationMesh.h>
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+#include <Urho3D/Navigation/Navigable.h>
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+#include <Urho3D/Navigation/NavigationEvents.h>
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+#include <Urho3D/Navigation/Obstacle.h>
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+#include <Urho3D/Navigation/OffMeshConnection.h>
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+#include <Urho3D/Resource/ResourceCache.h>
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+#include <Urho3D/Scene/Scene.h>
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+#include <Urho3D/UI/Font.h>
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+#include <Urho3D/UI/Text.h>
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+#include <Urho3D/UI/UI.h>
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+
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+#include "CrowdNavigation.h"
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+
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+#include <Urho3D/DebugNew.h>
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+
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+static const String INSTRUCTION("instructionText");
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+
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+URHO3D_DEFINE_APPLICATION_MAIN(CrowdNavigation)
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+
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+CrowdNavigation::CrowdNavigation(Context* context) :
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+ Sample(context),
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+ drawDebug_(false)
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+{
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+}
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+
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+void CrowdNavigation::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateUI();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update and render post-update events
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+ SubscribeToEvents();
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+
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+ // Set the mouse mode to use in the sample
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+ Sample::InitMouseMode(MM_ABSOLUTE);
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+}
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+
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+void CrowdNavigation::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new Scene(context_);
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ // Also create a DebugRenderer component so that we can draw debug geometry
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+ scene_->CreateComponent<Octree>();
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+ scene_->CreateComponent<DebugRenderer>();
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+
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+ // Create scene node & StaticModel component for showing a static plane
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+ Node* planeNode = scene_->CreateChild("Plane");
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+ planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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+ StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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+ planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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+ planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ Node* zoneNode = scene_->CreateChild("Zone");
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+ Zone* zone = zoneNode->CreateComponent<Zone>();
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+ zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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+ zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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+ zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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+ zone->SetFogStart(100.0f);
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+ zone->SetFogEnd(300.0f);
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ Node* lightNode = scene_->CreateChild("DirectionalLight");
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+ lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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+ Light* light = lightNode->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_DIRECTIONAL);
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+ light->SetCastShadows(true);
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+ light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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+
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+ // Create randomly sized boxes. If boxes are big enough, make them occluders
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+ Node* boxGroup = scene_->CreateChild("Boxes");
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+ for (unsigned i = 0; i < 20; ++i)
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+ {
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+ Node* boxNode = boxGroup->CreateChild("Box");
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+ float size = 1.0f + Random(10.0f);
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+ boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
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+ boxNode->SetScale(size);
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+ StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
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+ boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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+ boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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+ boxObject->SetCastShadows(true);
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+ if (size >= 3.0f)
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+ boxObject->SetOccluder(true);
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+ }
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+
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+ // Create a DynamicNavigationMesh component to the scene root
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+ DynamicNavigationMesh* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
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+ // Enable drawing debug geometry for obstacles and off-mesh connections
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+ navMesh->SetDrawObstacles(true);
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+ navMesh->SetDrawOffMeshConnections(true);
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+ // Set the agent height large enough to exclude the layers under boxes
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+ navMesh->SetAgentHeight(10.0f);
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+ // Set nav mesh cell height to minimum (allows agents to be grounded)
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+ navMesh->SetCellHeight(0.05f);
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+ // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
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+ // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
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+ scene_->CreateComponent<Navigable>();
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+ // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
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+ // in the scene and still update the mesh correctly
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+ navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
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+ // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
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+ // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
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+ // it will use renderable geometry instead
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+ navMesh->Build();
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+
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+ // Create an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
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+ // Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
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+ // Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
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+ CreateBoxOffMeshConnections(navMesh, boxGroup);
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+
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+ // Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
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+ for (unsigned i = 0; i < 100; ++i)
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+ CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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+
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+ // Create a CrowdManager component to the scene root
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+ CrowdManager* crowdManager = scene_->CreateComponent<CrowdManager>();
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+ CrowdObstacleAvoidanceParams params = crowdManager->GetObstacleAvoidanceParams(0);
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+ // Set the params to "High (66)" setting
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+ params.velBias = 0.5f;
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+ params.adaptiveDivs = 7;
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+ params.adaptiveRings = 3;
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+ params.adaptiveDepth = 3;
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+ crowdManager->SetObstacleAvoidanceParams(0, params);
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+
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+ // Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
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+ CreateMovingBarrels(navMesh);
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+
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+ // Create Jack node as crowd agent
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+ SpawnJack(Vector3(-5.0f, 0.0f, 20.0f), scene_->CreateChild("Jacks"));
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+
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+ // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
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+ // we want it to be unaffected by scene load / save
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+ cameraNode_ = new Node(context_);
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+ Camera* camera = cameraNode_->CreateComponent<Camera>();
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+ camera->SetFarClip(300.0f);
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+
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+ // Set an initial position for the camera scene node above the plane and looking down
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+ cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
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+ pitch_ = 80.0f;
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+ cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+}
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+
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+void CrowdNavigation::CreateUI()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+
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+ // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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+ // control the camera, and when visible, it will point the raycast target
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+ XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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+ SharedPtr<Cursor> cursor(new Cursor(context_));
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+ cursor->SetStyleAuto(style);
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+ ui->SetCursor(cursor);
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+
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+ // Set starting position of the cursor at the rendering window center
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
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+
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+ // Construct new Text object, set string to display and font to use
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+ Text* instructionText = ui->GetRoot()->CreateChild<Text>(INSTRUCTION);
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+ instructionText->SetText(
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+ "Use WASD keys to move, RMB to rotate view\n"
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+ "LMB to set destination, SHIFT+LMB to spawn a Jack\n"
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+ "MMB or O key to add obstacles or remove obstacles/agents\n"
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+ "F5 to save scene, F7 to load\n"
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+ "Space to toggle debug geometry\n"
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+ "F12 to toggle this instruction text"
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+ );
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+ instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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+ // The text has multiple rows. Center them in relation to each other
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+ instructionText->SetTextAlignment(HA_CENTER);
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+
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+ // Position the text relative to the screen center
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+ instructionText->SetHorizontalAlignment(HA_CENTER);
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+ instructionText->SetVerticalAlignment(VA_CENTER);
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+ instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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+}
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+
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+void CrowdNavigation::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void CrowdNavigation::SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CrowdNavigation, HandleUpdate));
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+
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+ // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
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+ SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(CrowdNavigation, HandlePostRenderUpdate));
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+
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+ // Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
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+ // use a larger extents for finding a point on the navmesh to fix the agent's position
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+ SubscribeToEvent(E_CROWD_AGENT_FAILURE, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
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+
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+ // Subscribe HandleCrowdAgentReposition() function for controlling the animation
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+ SubscribeToEvent(E_CROWD_AGENT_REPOSITION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
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+
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+ // Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
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+ SubscribeToEvent(E_CROWD_AGENT_FORMATION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
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+}
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+
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+void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
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+ jackNode->SetPosition(pos);
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+ AnimatedModel* modelObject = jackNode->CreateComponent<AnimatedModel>();
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+ modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
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+ modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
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+ modelObject->SetCastShadows(true);
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+ jackNode->CreateComponent<AnimationController>();
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+
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+ // Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
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+ CrowdAgent* agent = jackNode->CreateComponent<CrowdAgent>();
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+ agent->SetHeight(2.0f);
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+ agent->SetMaxSpeed(3.0f);
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+ agent->SetMaxAccel(5.0f);
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+}
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+
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+void CrowdNavigation::CreateMushroom(const Vector3& pos)
|
|
|
|
|
+{
|
|
|
|
|
+ ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
+
|
|
|
|
|
+ Node* mushroomNode = scene_->CreateChild("Mushroom");
|
|
|
|
|
+ mushroomNode->SetPosition(pos);
|
|
|
|
|
+ mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
|
|
|
|
|
+ mushroomNode->SetScale(2.0f + Random(0.5f));
|
|
|
|
|
+ StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
|
|
|
|
|
+ mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
|
|
|
|
|
+ mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
|
|
|
|
|
+ mushroomObject->SetCastShadows(true);
|
|
|
|
|
+
|
|
|
|
|
+ // Create the navigation Obstacle component and set its height & radius proportional to scale
|
|
|
|
|
+ Obstacle* obstacle = mushroomNode->CreateComponent<Obstacle>();
|
|
|
|
|
+ obstacle->SetRadius(mushroomNode->GetScale().x_);
|
|
|
|
|
+ obstacle->SetHeight(mushroomNode->GetScale().y_);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
|
|
|
|
|
+{
|
|
|
|
|
+ const Vector<SharedPtr<Node> >& boxes = boxGroup->GetChildren();
|
|
|
|
|
+ for (unsigned i=0; i < boxes.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ Node* box = boxes[i];
|
|
|
|
|
+ Vector3 boxPos = box->GetPosition();
|
|
|
|
|
+ float boxHalfSize = box->GetScale().x_ / 2;
|
|
|
|
|
+
|
|
|
|
|
+ // Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
|
|
|
|
|
+ Node* connectionStart = box->CreateChild("ConnectionStart");
|
|
|
|
|
+ connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
|
|
|
|
|
+ Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
|
|
|
|
|
+ connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
|
|
|
|
|
+
|
|
|
|
|
+ // Create the OffMeshConnection component to one node and link the other node
|
|
|
|
|
+ OffMeshConnection* connection = connectionStart->CreateComponent<OffMeshConnection>();
|
|
|
|
|
+ connection->SetEndPoint(connectionEnd);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
|
|
|
|
|
+{
|
|
|
|
|
+ ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
+ Node* barrel = scene_->CreateChild("Barrel");
|
|
|
|
|
+ StaticModel* model = barrel->CreateComponent<StaticModel>();
|
|
|
|
|
+ model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
|
|
|
|
|
+ Material* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
|
|
|
|
|
+ model->SetMaterial(material);
|
|
|
|
|
+ material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
|
|
|
|
|
+ model->SetCastShadows(true);
|
|
|
|
|
+ for (unsigned i = 0; i < 20; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ Node* clone = barrel->Clone();
|
|
|
|
|
+ float size = 0.5f + Random(1.0f);
|
|
|
|
|
+ clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
|
|
|
|
|
+ clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)));
|
|
|
|
|
+ CrowdAgent* agent = clone->CreateComponent<CrowdAgent>();
|
|
|
|
|
+ agent->SetRadius(clone->GetScale().x_ * 0.5f);
|
|
|
|
|
+ agent->SetHeight(size);
|
|
|
|
|
+ agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
|
|
|
|
|
+ }
|
|
|
|
|
+ barrel->Remove();
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::SetPathPoint(bool spawning)
|
|
|
|
|
+{
|
|
|
|
|
+ Vector3 hitPos;
|
|
|
|
|
+ Drawable* hitDrawable;
|
|
|
|
|
+
|
|
|
|
|
+ if (Raycast(250.0f, hitPos, hitDrawable))
|
|
|
|
|
+ {
|
|
|
|
|
+ DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
|
|
|
|
|
+ Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
|
|
|
|
|
+ Node* jackGroup = scene_->GetChild("Jacks");
|
|
|
|
|
+ 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 CrowdNavigation::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, hitPos, hitDrawable))
|
|
|
|
|
+ {
|
|
|
|
|
+ Node* hitNode = hitDrawable->GetNode();
|
|
|
|
|
+
|
|
|
|
|
+ // Note that navmesh rebuild happens when the Obstacle component is removed
|
|
|
|
|
+ if (hitNode->GetName() == "Mushroom")
|
|
|
|
|
+ hitNode->Remove();
|
|
|
|
|
+ else if (hitNode->GetName() == "Jack")
|
|
|
|
|
+ hitNode->Remove();
|
|
|
|
|
+ else
|
|
|
|
|
+ CreateMushroom(hitPos);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
|
|
|
|
|
+{
|
|
|
|
|
+ hitDrawable = 0;
|
|
|
|
|
+
|
|
|
|
|
+ UI* ui = GetSubsystem<UI>();
|
|
|
|
|
+ IntVector2 pos = ui->GetCursorPosition();
|
|
|
|
|
+ // Check the cursor is visible and there is no UI element in front of the cursor
|
|
|
|
|
+ if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
|
|
|
|
|
+ return false;
|
|
|
|
|
+
|
|
|
|
|
+ Graphics* graphics = GetSubsystem<Graphics>();
|
|
|
|
|
+ Camera* camera = cameraNode_->GetComponent<Camera>();
|
|
|
|
|
+ Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
|
|
|
|
|
+ // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
|
|
|
|
|
+ PODVector<RayQueryResult> results;
|
|
|
|
|
+ RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
|
|
|
|
|
+ scene_->GetComponent<Octree>()->RaycastSingle(query);
|
|
|
|
|
+ if (results.Size())
|
|
|
|
|
+ {
|
|
|
|
|
+ RayQueryResult& result = results[0];
|
|
|
|
|
+ hitPos = result.position_;
|
|
|
|
|
+ hitDrawable = result.drawable_;
|
|
|
|
|
+ return true;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ return false;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::MoveCamera(float timeStep)
|
|
|
|
|
+{
|
|
|
|
|
+ // Right mouse button controls mouse cursor visibility: hide when pressed
|
|
|
|
|
+ UI* ui = GetSubsystem<UI>();
|
|
|
|
|
+ Input* input = GetSubsystem<Input>();
|
|
|
|
|
+ ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
|
|
|
|
|
+
|
|
|
|
|
+ // Do not move if the UI has a focused element (the console)
|
|
|
|
|
+ if (ui->GetFocusElement())
|
|
|
|
|
+ return;
|
|
|
|
|
+
|
|
|
|
|
+ // Movement speed as world units per second
|
|
|
|
|
+ const float MOVE_SPEED = 20.0f;
|
|
|
|
|
+ // Mouse sensitivity as degrees per pixel
|
|
|
|
|
+ const float MOUSE_SENSITIVITY = 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 (!ui->GetCursor()->IsVisible())
|
|
|
|
|
+ {
|
|
|
|
|
+ IntVector2 mouseMove = input->GetMouseMove();
|
|
|
|
|
+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
|
|
|
|
|
+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
|
|
|
|
|
+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
|
|
|
|
|
+
|
|
|
|
|
+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
|
|
|
|
|
+ cameraNode_->SetRotation(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(KEY_W))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
|
|
|
|
+ if (input->GetKeyDown(KEY_S))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
|
|
|
|
|
+ if (input->GetKeyDown(KEY_A))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
|
|
|
|
+ if (input->GetKeyDown(KEY_D))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
|
|
|
|
+
|
|
|
|
|
+ // Set destination or spawn a new jack with left mouse button
|
|
|
|
|
+ if (input->GetMouseButtonPress(MOUSEB_LEFT))
|
|
|
|
|
+ SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
|
|
|
|
|
+ // Add new obstacle or remove existing obstacle/agent with middle mouse button
|
|
|
|
|
+ else if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
|
|
|
|
|
+ AddOrRemoveObject();
|
|
|
|
|
+
|
|
|
|
|
+ // Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
|
|
|
|
|
+ if (input->GetKeyPress(KEY_F5))
|
|
|
|
|
+ {
|
|
|
|
|
+ File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
|
|
|
|
|
+ scene_->SaveXML(saveFile);
|
|
|
|
|
+ }
|
|
|
|
|
+ else if (input->GetKeyPress(KEY_F7))
|
|
|
|
|
+ {
|
|
|
|
|
+ File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
|
|
|
|
|
+ scene_->LoadXML(loadFile);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Toggle debug geometry with space
|
|
|
|
|
+ else if (input->GetKeyPress(KEY_SPACE))
|
|
|
|
|
+ drawDebug_ = !drawDebug_;
|
|
|
|
|
+
|
|
|
|
|
+ // Toggle instruction text with F12
|
|
|
|
|
+ else if (input->GetKeyPress(KEY_F12))
|
|
|
|
|
+ {
|
|
|
|
|
+ UIElement* instruction = ui->GetRoot()->GetChild(INSTRUCTION);
|
|
|
|
|
+ instruction->SetVisible(!instruction->IsVisible());
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ using namespace Update;
|
|
|
|
|
+
|
|
|
|
|
+ // Take the frame time step, which is stored as a float
|
|
|
|
|
+ float timeStep = eventData[P_TIMESTEP].GetFloat();
|
|
|
|
|
+
|
|
|
|
|
+ // Move the camera, scale movement with time step
|
|
|
|
|
+ MoveCamera(timeStep);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ if (drawDebug_)
|
|
|
|
|
+ {
|
|
|
|
|
+ // Visualize navigation mesh, obstacles and off-mesh connections
|
|
|
|
|
+ scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
|
|
|
|
|
+ // Visualize agents' path and position to reach
|
|
|
|
|
+ scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ using namespace CrowdAgentFailure;
|
|
|
|
|
+
|
|
|
|
|
+ Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
|
|
|
|
|
+ CrowdAgentState agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
|
|
|
|
|
+
|
|
|
|
|
+ // 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 == CA_STATE_INVALID)
|
|
|
|
|
+ {
|
|
|
|
|
+ // Get a point on the navmesh using more generous extents
|
|
|
|
|
+ Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
|
|
|
|
|
+ // Set the new node position, CrowdAgent component will automatically reset the state of the agent
|
|
|
|
|
+ node->SetPosition(newPos);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ static const char* WALKING_ANI = "Models/Jack_Walk.ani";
|
|
|
|
|
+
|
|
|
|
|
+ using namespace CrowdAgentReposition;
|
|
|
|
|
+
|
|
|
|
|
+ Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
|
|
|
|
|
+ CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
|
|
|
|
|
+ Vector3 velocity = eventData[P_VELOCITY].GetVector3();
|
|
|
|
|
+ float timeStep = eventData[P_TIMESTEP].GetFloat();
|
|
|
|
|
+
|
|
|
|
|
+ // Only Jack agent has animation controller
|
|
|
|
|
+ AnimationController* animCtrl = node->GetComponent<AnimationController>();
|
|
|
|
|
+ if (animCtrl)
|
|
|
|
|
+ {
|
|
|
|
|
+ float speed = velocity.Length();
|
|
|
|
|
+ if (animCtrl->IsPlaying(WALKING_ANI))
|
|
|
|
|
+ {
|
|
|
|
|
+ float speedRatio = speed / agent->GetMaxSpeed();
|
|
|
|
|
+ // Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
|
|
|
|
|
+ node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
|
|
|
|
|
+ // Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
|
|
|
|
|
+ animCtrl->SetSpeed(WALKING_ANI, speedRatio * 1.5f);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
|
|
|
|
|
+
|
|
|
|
|
+ // If speed is too low then stop the animation
|
|
|
|
|
+ if (speed < agent->GetRadius())
|
|
|
|
|
+ animCtrl->Stop(WALKING_ANI, 0.5f);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ using namespace CrowdAgentFormation;
|
|
|
|
|
+
|
|
|
|
|
+ unsigned index = eventData[P_INDEX].GetUInt();
|
|
|
|
|
+ unsigned size = eventData[P_SIZE].GetUInt();
|
|
|
|
|
+ Vector3 position = eventData[P_POSITION].GetVector3();
|
|
|
|
|
+
|
|
|
|
|
+ // The first agent will always move to the exact position, all other agents will select a random point nearby
|
|
|
|
|
+ if (index)
|
|
|
|
|
+ {
|
|
|
|
|
+ CrowdManager* crowdManager = static_cast<CrowdManager*>(GetEventSender());
|
|
|
|
|
+ CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
|
|
|
|
|
+ eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
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|
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+ }
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+}
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