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Initial Navigation sample.
Added overload of NavigationMesh::DrawDebugGeometry() that finds the DebugRenderer component from the root scene node automatically.

Lasse Öörni 12 years ago
parent
commit
fc1c2e6f13

+ 1 - 1
Bin/Data/Scripts/Navigation.as

@@ -462,7 +462,7 @@ void HandlePostRenderUpdate()
     if (drawDebug == 3)
     {
         NavigationMesh@ navMesh = testScene.GetComponent("NavigationMesh");
-        navMesh.DrawDebugGeometry(testScene.debugRenderer, true);
+        navMesh.DrawDebugGeometry(true);
     }
 
     IntVector2 pos = ui.cursorPosition;

+ 11 - 0
Source/Engine/Navigation/NavigationMesh.cpp

@@ -591,6 +591,17 @@ Vector3 NavigationMesh::Raycast(const Vector3& start, const Vector3& end, const
     return start.Lerp(end, t);
 }
 
+void NavigationMesh::DrawDebugGeometry(bool depthTest)
+{
+    Scene* scene = GetScene();
+    if (scene)
+    {
+        DebugRenderer* debug = scene->GetComponent<DebugRenderer>();
+        if (debug)
+            DrawDebugGeometry(debug, depthTest);
+    }
+}
+
 BoundingBox NavigationMesh::GetWorldBoundingBox() const
 {
     return node_ ? boundingBox_.Transformed(node_->GetWorldTransform()) : boundingBox_;

+ 3 - 1
Source/Engine/Navigation/NavigationMesh.h

@@ -110,7 +110,9 @@ public:
     float GetDistanceToWall(const Vector3& point, float radius, const Vector3& extents = Vector3::ONE);
     /// Perform a walkability raycast on the navigation mesh between start and end and return the point where a wall was hit, or the end point if no walls.
     Vector3 Raycast(const Vector3& start, const Vector3& end, const Vector3& extents = Vector3::ONE);
-
+    /// Add debug geometry to the debug renderer.
+    void DrawDebugGeometry(bool depthTest);
+    
     /// Return tile size.
     int GetTileSize() const { return tileSize_; }
     /// Return cell size.

+ 1 - 0
Source/Engine/Script/NavigationAPI.cpp

@@ -53,6 +53,7 @@ void RegisterNavigationMesh(asIScriptEngine* engine)
     engine->RegisterObjectMethod("NavigationMesh", "Vector3 GetRandomPointInCircle(const Vector3&in, float, const Vector3&in extents = Vector3(1.0, 1.0, 1.0))", asMETHOD(NavigationMesh, GetRandomPointInCircle), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "float GetDistanceToWall(const Vector3&in, float, const Vector3&in extents = Vector3(1.0, 1.0, 1.0))", asMETHOD(NavigationMesh, GetDistanceToWall), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "Vector3 Raycast(const Vector3&in, const Vector3&in, const Vector3&in extents = Vector3(1.0, 1.0, 1.0))", asMETHOD(NavigationMesh, Raycast), asCALL_THISCALL);
+    engine->RegisterObjectMethod("NavigationMesh", "void DrawDebugGeometry(bool)", asMETHODPR(NavigationMesh, DrawDebugGeometry, (bool), void), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "void set_tileSize(int)", asMETHOD(NavigationMesh, SetTileSize), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "int get_tileSize() const", asMETHOD(NavigationMesh, GetTileSize), asCALL_THISCALL);
     engine->RegisterObjectMethod("NavigationMesh", "void set_cellSize(float)", asMETHOD(NavigationMesh, SetCellSize), asCALL_THISCALL);

+ 2 - 1
Source/Extras/LuaScript/pkgs/Navigation/NavigationMesh.pkg

@@ -36,7 +36,8 @@ class NavigationMesh : public Component
     Vector3 GetRandomPointInCircle(const Vector3& center, float radius, const Vector3& extents = Vector3::ONE);
     float GetDistanceToWall(const Vector3& point, float radius, const Vector3& extents = Vector3::ONE);
     Vector3 Raycast(const Vector3& start, const Vector3& end, const Vector3& extents = Vector3::ONE);
-    
+    void DrawDebugGeometry(bool depthTest);
+
     int GetTileSize() const;
     float GetCellSize() const;
     float GetCellHeight() const;

+ 2 - 3
Source/Samples/09_MultipleViewports/MultipleViewports.cpp

@@ -126,8 +126,7 @@ void MultipleViewports::CreateScene()
         mushroomObject->SetCastShadows(true);
     }
     
-    // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
-    // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
+    // Create randomly sized boxes. If boxes are big enough, make them occluders
     const unsigned NUM_BOXES = 20;
     for (unsigned i = 0; i < NUM_BOXES; ++i)
     {
@@ -289,5 +288,5 @@ void MultipleViewports::HandlePostRenderUpdate(StringHash eventType, VariantMap&
     // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
     // bones. Disable depth test so that we can see the effect of occlusion
     if (drawDebug_)
-        GetSubsystem<Renderer>()->DrawDebugGeometry(false);
+        GetSubsystem<Renderer>()->DrawDebugGeometry(true);
 }

+ 32 - 0
Source/Samples/15_Navigation/CMakeLists.txt

@@ -0,0 +1,32 @@
+#
+# Copyright (c) 2008-2013 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.
+#
+
+# Define target name
+set (TARGET_NAME 15_Navigation)
+
+# Define source files
+file (GLOB CPP_FILES *.cpp)
+file (GLOB H_FILES *.h)
+set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
+
+# Setup target with resource copying
+setup_main_executable ()

+ 358 - 0
Source/Samples/15_Navigation/Navigation.cpp

@@ -0,0 +1,358 @@
+//
+// Copyright (c) 2008-2013 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.
+//
+
+#include "Camera.h"
+#include "CoreEvents.h"
+#include "Cursor.h"
+#include "DebugRenderer.h"
+#include "Engine.h"
+#include "Font.h"
+#include "Graphics.h"
+#include "Input.h"
+#include "Light.h"
+#include "Material.h"
+#include "Model.h"
+#include "Navigable.h"
+#include "NavigationMesh.h"
+#include "Octree.h"
+#include "Renderer.h"
+#include "ResourceCache.h"
+#include "StaticModel.h"
+#include "Text.h"
+#include "UI.h"
+#include "XMLFile.h"
+#include "Zone.h"
+
+#include "Navigation.h"
+
+#include "DebugNew.h"
+
+// Expands to this example's entry-point
+DEFINE_APPLICATION_MAIN(Navigation)
+
+Navigation::Navigation(Context* context) :
+    Sample(context),
+    yaw_(0.0f),
+    pitch_(0.0f),
+    drawDebug_(false)
+{
+}
+
+void Navigation::Start()
+{
+    // Execute base class startup
+    Sample::Start();
+
+    // Create the scene content
+    CreateScene();
+    
+    // Create the UI content
+    CreateUI();
+    
+    // Setup the viewport for displaying the scene
+    SetupViewport();
+
+    // Hook up to the frame update and render post-update events
+    SubscribeToEvents();
+}
+
+void Navigation::CreateScene()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    
+    scene_ = new Scene(context_);
+    
+    // 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->SetScale(Vector3(100.0f, 1.0f, 100.0f));
+    StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
+    planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
+    planeObject->SetMaterial(cache->GetResource<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(BoundingBox(-1000.0f, 1000.0f));
+    zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
+    zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
+    zone->SetFogStart(100.0f);
+    zone->SetFogEnd(300.0f);
+    
+    // Create a directional light to the world. Enable cascaded shadows on it
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
+    lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
+    Light* light = lightNode->CreateComponent<Light>();
+    light->SetLightType(LIGHT_DIRECTIONAL);
+    light->SetCastShadows(true);
+    light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
+    // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
+    light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
+    
+    // Create some mushrooms
+    const unsigned NUM_MUSHROOMS = 100;
+    for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
+    {
+        Node* mushroomNode = scene_->CreateChild("Mushroom");
+        mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
+        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 randomly sized boxes. If boxes are big enough, make them occluders
+    const unsigned NUM_BOXES = 20;
+    for (unsigned i = 0; i < NUM_BOXES; ++i)
+    {
+        Node* boxNode = scene_->CreateChild("Box");
+        float size = 1.0f + Random(10.0f);
+        boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
+        boxNode->SetScale(size);
+        StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
+        boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
+        boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
+        boxObject->SetCastShadows(true);
+        if (size >= 3.0f)
+            boxObject->SetOccluder(true);
+    }
+    
+    // Create a NavigationMesh component to the scene root
+    NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>();
+    // 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->SetPadding(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 the camera. Limit far clip distance to match the fog
+    cameraNode_ = scene_->CreateChild("Camera");
+    Camera* camera = cameraNode_->CreateComponent<Camera>();
+    camera->SetFarClip(300.0f);
+    
+    // Set an initial position for the camera scene node above the plane
+    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
+}
+
+void Navigation::CreateUI()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    UI* ui = GetSubsystem<UI>();
+    
+    // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
+    // control the camera, and when visible, it will point the raycast target
+    XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
+    SharedPtr<Cursor> cursor(new Cursor(context_));
+    cursor->SetStyleAuto(style);
+    ui->SetCursor(cursor);
+
+    // Set starting position of the cursor at the rendering window center
+    Graphics* graphics = GetSubsystem<Graphics>();
+    cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
+    
+    // Construct new Text object, set string to display and font to use
+    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
+    instructionText->SetText(
+        "Use WASD keys to move, RMB to rotate view\n"
+        "Shift+LMB to set path start, LMB to set path end\n"
+        "Space to toggle debug geometry"
+    );
+    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
+    
+    // Position the text relative to the screen center
+    instructionText->SetHorizontalAlignment(HA_CENTER);
+    instructionText->SetVerticalAlignment(VA_CENTER);
+    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
+}
+
+void Navigation::SetupViewport()
+{
+    Renderer* renderer = GetSubsystem<Renderer>();
+    
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
+    renderer->SetViewport(0, viewport);
+}
+
+void Navigation::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('W'))
+        cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('S'))
+        cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('A'))
+        cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('D'))
+        cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
+    
+    // Set route start/endpoint, calculate route if applicable
+    if (input->GetMouseButtonPress(MOUSEB_LEFT))
+    {
+        Vector3 hitPos;
+        Node* hitNode;
+        Drawable* hitDrawable;
+        
+        if (Raycast(250.0f, hitPos, hitNode, hitDrawable))
+        {
+            bool setStart = input->GetQualifierDown(QUAL_SHIFT);
+            if (setStart)
+            {
+                startPos_ = hitPos;
+                startPosDefined_ = true;
+            }
+            else
+            {
+                endPos_ = hitPos;
+                endPosDefined_ = true;
+            }
+            
+            if (startPosDefined_ && endPosDefined_)
+                RecalculatePath();
+        }
+    }
+    
+    // Toggle debug geometry with space
+    if (input->GetKeyPress(KEY_SPACE))
+        drawDebug_ = !drawDebug_;
+}
+
+void Navigation::SubscribeToEvents()
+{
+    // Subscribes HandleUpdate() method for processing update events
+    SubscribeToEvent(E_UPDATE, HANDLER(Navigation, HandleUpdate));
+    
+    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
+    // debug geometry
+    SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Navigation, HandlePostRenderUpdate));
+}
+
+void Navigation::RecalculatePath()
+{
+    NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
+    navMesh->FindPath(currentPath_, startPos_, endPos_);
+}
+
+bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Node*& hitNode, Drawable*& hitDrawable)
+{
+    hitNode = 0;
+    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];
+        
+        // Calculate hit position in world space
+        hitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
+        hitNode = result.drawable_->GetNode();
+        hitDrawable = result.drawable_;
+        return true;
+    }
+    
+    return false;
+}
+
+void Navigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Event parameters are always defined inside a namespace corresponding to the event's name
+    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 Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // If draw debug mode is enabled, draw navigation mesh debug geometry
+    if (drawDebug_)
+        scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
+    
+    // Visualize the start and end points and the last calculated path
+    DebugRenderer* debug = scene_->GetComponent<DebugRenderer>();
+    if (startPosDefined_)
+        debug->AddBoundingBox(BoundingBox(startPos_ - 0.1f * Vector3::ONE, startPos_ + 0.1f * Vector3::ONE), Color::WHITE);
+    if (endPosDefined_)
+        debug->AddBoundingBox(BoundingBox(endPos_ - 0.1f * Vector3::ONE, endPos_ + 0.1f * Vector3::ONE), Color::WHITE);
+    if (currentPath_.Size() > 1)
+    {
+        // Draw the path with a small upward bias so that it does not clip into the surfaces
+        Vector3 bias = 0.05f * Vector3::UP;
+        for (unsigned i = 0; i < currentPath_.Size() - 1; ++i)
+            debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color::WHITE);
+    }
+}

+ 92 - 0
Source/Samples/15_Navigation/Navigation.h

@@ -0,0 +1,92 @@
+//
+// Copyright (c) 2008-2013 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 "Sample.h"
+#include "Scene.h"
+
+namespace Urho3D
+{
+    class Drawable;
+}
+
+// All Urho3D classes reside in namespace Urho3D
+using namespace Urho3D;
+
+/// Navigation example.
+/// This sample demonstrates:
+///     - Generating a navigation mesh into the scene;
+///     - Performing route queries to the navigation mesh;
+///     - Visualizing custom debug geometry;
+class Navigation : public Sample
+{
+    OBJECT(Navigation);
+
+public:
+    /// Construct.
+    Navigation(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+private:
+    /// Constructs the scene content.
+    void CreateScene();
+    /// Constructs user interface elements.
+    void CreateUI();
+    /// Sets up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Reads input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Subscribes to application-wide logic update events.
+    void SubscribeToEvents();
+    /// Recalculate path. Requires both start and endpoint defined.
+    void RecalculatePath();
+    /// Utility function to raycast to the cursor position. Return true if hit
+    bool Raycast(float maxDistance, Vector3& hitPos, Node*& hitNode, Drawable*& hitDrawable);
+    /// Callback method invoked when a logic update event is dispatched.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+    /// Callback method invoked when the post-render update event is dispatched.
+    void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
+    
+    /// Scene.
+    SharedPtr<Scene> scene_;
+    /// Camera scene node.
+    SharedPtr<Node> cameraNode_;
+    /// Last calculated path.
+    PODVector<Vector3> currentPath_;
+    /// Path start position.
+    Vector3 startPos_;
+    /// Path end position.
+    Vector3 endPos_;
+    /// Start position defined flag.
+    bool startPosDefined_;
+    /// End position defined flag.
+    bool endPosDefined_;
+    /// Camera yaw angle.
+    float yaw_;
+    /// Camera pitch angle.
+    float pitch_;
+    /// Flag for drawing debug geometry.
+    bool drawDebug_;
+};

+ 1 - 0
Source/Samples/CMakeLists.txt

@@ -56,3 +56,4 @@ add_subdirectory (11_Physics)
 add_subdirectory (12_PhysicsStressTest)
 add_subdirectory (13_Ragdolls)
 add_subdirectory (14_SoundEffects)
+add_subdirectory (15_Navigation)