// Navigation example. // This sample demonstrates: // - Generating a navigation mesh into the scene // - Performing path queries to the navigation mesh // - Rebuilding the navigation mesh partially when adding or removing objects // - Visualizing custom debug geometry // - Raycasting drawable components // - Making a node follow the Detour path #include "Scripts/Utilities/Sample.as" Vector3 endPos; Array currentPath; Node@ jackNode; void Start() { // Execute the common startup for samples SampleStart(); // 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 CreateScene() { scene_ = Scene(); // 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.scale = Vector3(100.0f, 1.0f, 100.0f); StaticModel@ planeObject = planeNode.CreateComponent("StaticModel"); planeObject.model = cache.GetResource("Model", "Models/Plane.mdl"); planeObject.material = 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.boundingBox = BoundingBox(-1000.0f, 1000.0f); zone.ambientColor = Color(0.15f, 0.15f, 0.15f); zone.fogColor = Color(0.5f, 0.5f, 0.7f); zone.fogStart = 100.0f; zone.fogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it Node@ lightNode = scene_.CreateChild("DirectionalLight"); lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); Light@ light = lightNode.CreateComponent("Light"); light.lightType = LIGHT_DIRECTIONAL; light.castShadows = true; light.shadowBias = 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.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create some mushrooms const uint NUM_MUSHROOMS = 100; for (uint 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. Occluders will be software rasterized before // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility const uint NUM_BOXES = 20; for (uint i = 0; i < NUM_BOXES; ++i) { Node@ boxNode = scene_.CreateChild("Box"); float size = 1.0f + Random(10.0f); boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f); boxNode.SetScale(size); StaticModel@ boxObject = boxNode.CreateComponent("StaticModel"); boxObject.model = cache.GetResource("Model", "Models/Box.mdl"); boxObject.material = cache.GetResource("Material", "Materials/Stone.xml"); boxObject.castShadows = true; if (size >= 3.0f) boxObject.occluder = true; } // Create Jack node that will follow the path jackNode = scene_.CreateChild("Jack"); jackNode.position = Vector3(-5.0f, 0.0f, 20.0f); AnimatedModel@ modelObject = jackNode.CreateComponent("AnimatedModel"); modelObject.model = cache.GetResource("Model", "Models/Jack.mdl"); modelObject.material = cache.GetResource("Material", "Materials/Jack.xml"); modelObject.castShadows = 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.padding = 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.farClip = 300.0f; // Set an initial position for the camera scene node above the plane cameraNode.position = Vector3(0.0f, 5.0f, 0.0f); } void CreateUI() { // 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"); Cursor@ cursor = Cursor(); cursor.SetStyleAuto(style); ui.cursor = cursor; // Set starting position of the cursor at the rendering window center cursor.SetPosition(graphics.width / 2, graphics.height / 2); // Construct new Text object, set string to display and font to use Text@ instructionText = ui.root.CreateChild("Text"); instructionText.text = "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("Font", "Fonts/Anonymous Pro.ttf"), 15); // The text has multiple rows. Center them in relation to each other instructionText.textAlignment = HA_CENTER; // Position the text relative to the screen center instructionText.horizontalAlignment = HA_CENTER; instructionText.verticalAlignment = VA_CENTER; instructionText.SetPosition(0, ui.root.height / 4); } void SetupViewport() { // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera")); renderer.viewports[0] = viewport; } void SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate"); // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request // debug geometry SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate"); } void MoveCamera(float timeStep) { // Right mouse button controls mouse cursor visibility: hide when pressed ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT]; // Do not move if the UI has a focused element (the console) if (ui.focusElement !is null) 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.cursor.visible) { IntVector2 mouseMove = input.mouseMove; 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.rotation = Quaternion(pitch, yaw, 0.0f); } // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if (input.keyDown['W']) cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['S']) cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['A']) cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown['D']) cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); // Set destination or teleport with left mouse button if (input.mouseButtonPress[MOUSEB_LEFT]) SetPathPoint(); // Add or remove objects with middle mouse button, then rebuild navigation mesh partially if (input.mouseButtonPress[MOUSEB_MIDDLE]) AddOrRemoveObject(); // Toggle debug geometry with space if (input.keyPress[KEY_SPACE]) drawDebug = !drawDebug; } void SetPathPoint() { Vector3 hitPos; Drawable@ hitDrawable; NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh"); if (Raycast(250.0f, hitPos, hitDrawable)) { Vector3 pathPos = navMesh.FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f)); if (input.qualifierDown[QUAL_SHIFT]) { // Teleport currentPath.Clear(); jackNode.LookAt(Vector3(pathPos.x, jackNode.position.y, pathPos.z), Vector3(0.0f, 1.0f, 0.0f)); jackNode.position = pathPos; } else { // Calculate path from Jack's current position to the end point endPos = pathPos; currentPath = navMesh.FindPath(jackNode.position, endPos); } } } void 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.node; if (hitNode.name == "Mushroom") { updateBox = hitDrawable.worldBoundingBox; hitNode.Remove(); } else { Node@ newNode = CreateMushroom(hitPos); StaticModel@ newObject = newNode.GetComponent("StaticModel"); updateBox = newObject.worldBoundingBox; } // Rebuild part of the navigation mesh, then rebuild the path if applicable NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh"); navMesh.Build(updateBox); if (currentPath.length > 0) currentPath = navMesh.FindPath(jackNode.position, endPos); } } Node@ CreateMushroom(const Vector3& pos) { Node@ mushroomNode = scene_.CreateChild("Mushroom"); mushroomNode.position = pos; mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f); mushroomNode.SetScale(2.0f + Random(0.5f)); StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel"); mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl"); mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml"); mushroomObject.castShadows = true; return mushroomNode; } bool Raycast(float maxDistance, Vector3& hitPos, Drawable@& hitDrawable) { hitDrawable = null; IntVector2 pos = ui.cursorPosition; // Check the cursor is visible and there is no UI element in front of the cursor if (!ui.cursor.visible || ui.GetElementAt(pos, true) !is null) return false; Camera@ camera = cameraNode.GetComponent("Camera"); Ray cameraRay = camera.GetScreenRay(float(pos.x) / graphics.width, float(pos.y) / graphics.height); // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit // Note the convenience accessor to scene's Octree component RayQueryResult result = scene_.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY); if (result.drawable !is null) { hitPos = result.position; hitDrawable = result.drawable; return true; } return false; } void FollowPath(float timeStep) { if (currentPath.length > 0) { 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.position - nextWaypoint).length; if (move > distance) move = distance; jackNode.LookAt(nextWaypoint, Vector3(0.0f, 1.0f, 0.0f)); jackNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * move); // Remove waypoint if reached it if ((jackNode.position - nextWaypoint).length < 0.1) currentPath.Erase(0); } } void HandleUpdate(StringHash eventType, VariantMap& eventData) { // Take the frame time step, which is stored as a float float timeStep = eventData["TimeStep"].GetFloat(); // Move the camera, scale movement with time step MoveCamera(timeStep); // Make Jack follow the Detour path FollowPath(timeStep); } void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData) { // If draw debug mode is enabled, draw navigation mesh debug geometry if (drawDebug) { NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh"); navMesh.DrawDebugGeometry(true); } if (currentPath.length > 0) { // Visualize the current calculated path // Note the convenience accessor to the DebugRenderer component DebugRenderer@ debug = scene_.debugRenderer; 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.position + bias, currentPath[0] + bias, Color(1.0f, 1.0f, 1.0f)); if (currentPath.length > 1) { for (uint i = 0; i < currentPath.length - 1; ++i) debug.AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0f, 1.0f, 1.0f)); } } } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = "" + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " " + " Set" + " " + " " + " " + " " + " " + " " + " " + " Debug" + " " + " " + " " + " " + " " + " " + "";