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+//
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+// Copyright (c) 2008-2013 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 "Camera.h"
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+#include "CoreEvents.h"
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+#include "Cursor.h"
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+#include "DebugRenderer.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "Light.h"
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+#include "Material.h"
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+#include "Model.h"
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+#include "Navigable.h"
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+#include "NavigationMesh.h"
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+#include "Octree.h"
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+#include "Renderer.h"
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+#include "ResourceCache.h"
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+#include "StaticModel.h"
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+#include "Text.h"
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+#include "UI.h"
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+#include "XMLFile.h"
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+#include "Zone.h"
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+
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+#include "Navigation.h"
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+
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+#include "DebugNew.h"
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+
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+// Expands to this example's entry-point
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+DEFINE_APPLICATION_MAIN(Navigation)
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+
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+Navigation::Navigation(Context* context) :
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+ Sample(context),
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+ yaw_(0.0f),
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+ pitch_(0.0f),
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+ drawDebug_(false)
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+{
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+}
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+
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+void Navigation::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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+
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+void Navigation::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(0.0001f, 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 some mushrooms
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+ const unsigned NUM_MUSHROOMS = 100;
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+ for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
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+ {
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+ Node* mushroomNode = scene_->CreateChild("Mushroom");
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+ mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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+ mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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+ mushroomNode->SetScale(2.0f + Random(0.5f));
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+ StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
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+ mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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+ mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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+ mushroomObject->SetCastShadows(true);
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+ }
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+
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+ // Create randomly sized boxes. If boxes are big enough, make them occluders
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+ const unsigned NUM_BOXES = 20;
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+ for (unsigned i = 0; i < NUM_BOXES; ++i)
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+ {
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+ Node* boxNode = scene_->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 NavigationMesh component to the scene root
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+ NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>();
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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 the camera. Limit far clip distance to match the fog
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+ cameraNode_ = scene_->CreateChild("Camera");
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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
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+ cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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+}
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+
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+void Navigation::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>();
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+ instructionText->SetText(
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+ "Use WASD keys to move, RMB to rotate view\n"
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+ "Shift+LMB to set path start, LMB to set path end\n"
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+ "Space to toggle debug geometry"
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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 Navigation::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 Navigation::MoveCamera(float timeStep)
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+{
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+ // Right mouse button controls mouse cursor visibility: hide when pressed
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+ UI* ui = GetSubsystem<UI>();
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+ Input* input = GetSubsystem<Input>();
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+ ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
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+
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+ // Do not move if the UI has a focused element (the console)
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+ if (ui->GetFocusElement())
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+ return;
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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+ // Only move the camera when the cursor is hidden
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+ if (!ui->GetCursor()->IsVisible())
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+ {
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+ IntVector2 mouseMove = input->GetMouseMove();
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+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+ }
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ if (input->GetKeyDown('W'))
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+ cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('S'))
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+ cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('A'))
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+ cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('D'))
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+ cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+
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+ // Set route start/endpoint, calculate route if applicable
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+ if (input->GetMouseButtonPress(MOUSEB_LEFT))
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+ {
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+ Vector3 hitPos;
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+ Node* hitNode;
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+ Drawable* hitDrawable;
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+
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+ if (Raycast(250.0f, hitPos, hitNode, hitDrawable))
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+ {
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+ bool setStart = input->GetQualifierDown(QUAL_SHIFT);
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+ if (setStart)
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+ {
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+ startPos_ = hitPos;
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+ startPosDefined_ = true;
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+ }
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+ else
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+ {
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+ endPos_ = hitPos;
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+ endPosDefined_ = true;
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+ }
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+
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+ if (startPosDefined_ && endPosDefined_)
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+ RecalculatePath();
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+ }
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+ }
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+
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+ // Toggle debug geometry with space
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+ if (input->GetKeyPress(KEY_SPACE))
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+ drawDebug_ = !drawDebug_;
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+}
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+
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+void Navigation::SubscribeToEvents()
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+{
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+ // Subscribes HandleUpdate() method for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(Navigation, HandleUpdate));
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+
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+ // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
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+ // debug geometry
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+ SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Navigation, HandlePostRenderUpdate));
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+}
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+
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+void Navigation::RecalculatePath()
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+{
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+ NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
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+ navMesh->FindPath(currentPath_, startPos_, endPos_);
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+}
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+
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+bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Node*& hitNode, Drawable*& hitDrawable)
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+{
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+ hitNode = 0;
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+ hitDrawable = 0;
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+
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+ UI* ui = GetSubsystem<UI>();
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+ IntVector2 pos = ui->GetCursorPosition();
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+ // Check the cursor is visible and there is no UI element in front of the cursor
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+ if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
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+ return false;
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+
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ Camera* camera = cameraNode_->GetComponent<Camera>();
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+ Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
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+ // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
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+ PODVector<RayQueryResult> results;
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+ RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
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+ scene_->GetComponent<Octree>()->RaycastSingle(query);
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+ if (results.Size())
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+ {
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+ RayQueryResult& result = results[0];
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+
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+ // Calculate hit position in world space
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+ hitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
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+ hitNode = result.drawable_->GetNode();
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+ hitDrawable = result.drawable_;
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+ return true;
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+ }
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+
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+ return false;
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+}
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+
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+void Navigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Event parameters are always defined inside a namespace corresponding to the event's name
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+}
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+
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+void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // If draw debug mode is enabled, draw navigation mesh debug geometry
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+ if (drawDebug_)
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+ scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
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+
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+ // Visualize the start and end points and the last calculated path
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+ DebugRenderer* debug = scene_->GetComponent<DebugRenderer>();
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+ if (startPosDefined_)
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+ debug->AddBoundingBox(BoundingBox(startPos_ - 0.1f * Vector3::ONE, startPos_ + 0.1f * Vector3::ONE), Color::WHITE);
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+ if (endPosDefined_)
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+ debug->AddBoundingBox(BoundingBox(endPos_ - 0.1f * Vector3::ONE, endPos_ + 0.1f * Vector3::ONE), Color::WHITE);
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+ if (currentPath_.Size() > 1)
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+ {
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+ // Draw the path with a small upward bias so that it does not clip into the surfaces
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+ Vector3 bias = 0.05f * Vector3::UP;
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+ for (unsigned i = 0; i < currentPath_.Size() - 1; ++i)
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+ debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color::WHITE);
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+ }
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+}
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