// // Copyright (c) 2008-2015 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Navigation.h" #include DEFINE_APPLICATION_MAIN(Navigation) Navigation::Navigation(Context* context) : Sample(context), 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(); 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(); scene_->CreateComponent(); // 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(); planeObject->SetModel(cache->GetResource("Models/Plane.mdl")); planeObject->SetMaterial(cache->GetResource("Materials/StoneTiled.xml")); // Create a Zone component for ambient lighting & fog control Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent(); 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->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 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) CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f)); // 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(); boxObject->SetModel(cache->GetResource("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource("Materials/Stone.xml")); boxObject->SetCastShadows(true); if (size >= 3.0f) boxObject->SetOccluder(true); } // Create Jack node that will follow the path jackNode_ = scene_->CreateChild("Jack"); jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f)); AnimatedModel* modelObject = jackNode_->CreateComponent(); modelObject->SetModel(cache->GetResource("Models/Jack.mdl")); modelObject->SetMaterial(cache->GetResource("Materials/Jack.xml")); modelObject->SetCastShadows(true); // Create a NavigationMesh component to the scene root NavigationMesh* navMesh = scene_->CreateComponent(); // 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(); // 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->SetFarClip(300.0f); // Set an initial position for the camera scene node above the plane and looking down cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f)); pitch_ = 80.0f; cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f)); } void Navigation::CreateUI() { ResourceCache* cache = GetSubsystem(); UI* ui = GetSubsystem(); // 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("UI/DefaultStyle.xml"); SharedPtr cursor(new Cursor(context_)); cursor->SetStyleAuto(style); ui->SetCursor(cursor); // Set starting position of the cursor at the rendering window center Graphics* graphics = GetSubsystem(); 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(); instructionText->SetText( "Use WASD keys to move, RMB to rotate view\n" "LMB to set destination, SHIFT+LMB to teleport\n" "MMB to add or remove obstacles\n" "Space to toggle debug geometry" ); instructionText->SetFont(cache->GetResource("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(); // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); renderer->SetViewport(0, viewport); } void Navigation::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Navigation, HandleUpdate)); // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request // debug geometry SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Navigation, HandlePostRenderUpdate)); } void Navigation::MoveCamera(float timeStep) { // Right mouse button controls mouse cursor visibility: hide when pressed UI* ui = GetSubsystem(); Input* input = GetSubsystem(); 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_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep); if (input->GetKeyDown('S')) cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep); if (input->GetKeyDown('A')) cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input->GetKeyDown('D')) cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); // Set destination or teleport with left mouse button if (input->GetMouseButtonPress(MOUSEB_LEFT)) SetPathPoint(); // Add or remove objects with middle mouse button, then rebuild navigation mesh partially if (input->GetMouseButtonPress(MOUSEB_MIDDLE)) AddOrRemoveObject(); // Toggle debug geometry with space if (input->GetKeyPress(KEY_SPACE)) drawDebug_ = !drawDebug_; } void Navigation::SetPathPoint() { Vector3 hitPos; Drawable* hitDrawable; NavigationMesh* navMesh = scene_->GetComponent(); if (Raycast(250.0f, hitPos, hitDrawable)) { Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f)); if (GetSubsystem()->GetQualifierDown(QUAL_SHIFT)) { // Teleport currentPath_.Clear(); jackNode_->LookAt(Vector3(pathPos.x_, jackNode_->GetPosition().y_, pathPos.z_), Vector3::UP); jackNode_->SetPosition(pathPos); } else { // Calculate path from Jack's current position to the end point endPos_ = pathPos; navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_); } } } void Navigation::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)) { // The part of the navigation mesh we must update, which is the world bounding box of the associated // drawable component BoundingBox updateBox; Node* hitNode = hitDrawable->GetNode(); if (hitNode->GetName() == "Mushroom") { updateBox = hitDrawable->GetWorldBoundingBox(); hitNode->Remove(); } else { Node* newNode = CreateMushroom(hitPos); updateBox = newNode->GetComponent()->GetWorldBoundingBox(); } // Rebuild part of the navigation mesh, then recalculate path if applicable NavigationMesh* navMesh = scene_->GetComponent(); navMesh->Build(updateBox); if (currentPath_.Size()) navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_); } } Node* Navigation::CreateMushroom(const Vector3& pos) { ResourceCache* cache = GetSubsystem(); 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(); mushroomObject->SetModel(cache->GetResource("Models/Mushroom.mdl")); mushroomObject->SetMaterial(cache->GetResource("Materials/Mushroom.xml")); mushroomObject->SetCastShadows(true); return mushroomNode; } bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable) { hitDrawable = 0; UI* ui = GetSubsystem(); 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(); Camera* camera = cameraNode_->GetComponent(); 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 results; RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY); scene_->GetComponent()->RaycastSingle(query); if (results.Size()) { RayQueryResult& result = results[0]; hitPos = result.position_; hitDrawable = result.drawable_; return true; } return false; } void Navigation::FollowPath(float timeStep) { if (currentPath_.Size()) { Vector3 nextWaypoint = currentPath_[0]; // NB: currentPath[0] is the next waypoint in order // Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target float move = 5.0f * timeStep; float distance = (jackNode_->GetPosition() - nextWaypoint).Length(); if (move > distance) move = distance; jackNode_->LookAt(nextWaypoint, Vector3::UP); jackNode_->Translate(Vector3::FORWARD * move); // Remove waypoint if reached it if (distance < 0.1f) currentPath_.Erase(0); } } void Navigation::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); // Make Jack follow the Detour path FollowPath(timeStep); } void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData) { // If draw debug mode is enabled, draw navigation mesh debug geometry if (drawDebug_) scene_->GetComponent()->DrawDebugGeometry(true); if (currentPath_.Size()) { // Visualize the current calculated path DebugRenderer* debug = scene_->GetComponent(); debug->AddBoundingBox(BoundingBox(endPos_ - Vector3(0.1f, 0.1f, 0.1f), endPos_ + Vector3(0.1f, 0.1f, 0.1f)), Color(1.0f, 1.0f, 1.0f)); // Draw the path with a small upward bias so that it does not clip into the surfaces Vector3 bias(0.0f, 0.05f, 0.0f); debug->AddLine(jackNode_->GetPosition() + bias, currentPath_[0] + bias, Color(1.0f, 1.0f, 1.0f)); if (currentPath_.Size() > 1) { for (unsigned i = 0; i < currentPath_.Size() - 1; ++i) debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color(1.0f, 1.0f, 1.0f)); } } }