// 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 "" " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " " Set" " " " " " " " " " " " " " " " Debug" " " " " " " " " " " " " ""; } 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_; };