// Copyright (c) 2008-2023 the Urho3D project
// License: MIT
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Drawable;
class Node;
class Scene;
}
/// 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
class Navigation : public Sample
{
URHO3D_OBJECT(Navigation, Sample);
public:
/// Construct.
explicit Navigation(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
""
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" Debug"
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"";
}
private:
/// Construct the scene content.
void CreateScene();
/// Construct user interface elements.
void CreateUI();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Subscribe to application-wide logic update and post-render update events.
void SubscribeToEvents();
/// Read input and moves the camera.
void MoveCamera(float timeStep);
/// Set path start or end point.
void SetPathPoint();
/// Add or remove object.
void AddOrRemoveObject();
/// Create a mushroom object at position.
Node* CreateMushroom(const Vector3& pos);
/// Utility function to raycast to the cursor position. Return true if hit
bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
/// Make Jack follow the Detour path.
void FollowPath(float timeStep);
/// Toggle navigation mesh streaming.
void ToggleStreaming(bool enabled);
/// Update navigation mesh streaming.
void UpdateStreaming();
/// Save navigation data for streaming.
void SaveNavigationData();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the post-render update event.
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
/// Last calculated path.
Vector currentPath_;
/// Path end position.
Vector3 endPos_;
/// Jack scene node.
SharedPtr jackNode_;
/// Flag for drawing debug geometry.
bool drawDebug_;
/// Flag for using navigation mesh streaming.
bool useStreaming_;
/// Streaming distance.
int streamingDistance_;
/// Tile data.
HashMap> tileData_;
/// Added tiles.
HashSet addedTiles_;
};