// Copyright (c) 2008-2023 the Urho3D project
// License: MIT
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Drawable;
class Node;
class Scene;
}
/// CrowdNavigation example.
/// This sample demonstrates:
/// - Generating a dynamic navigation mesh into the scene
/// - Performing path queries to the navigation mesh
/// - Adding and removing obstacles/agents at runtime
/// - Raycasting drawable components
/// - Crowd movement management
/// - Accessing crowd agents with the crowd manager
/// - Using off-mesh connections to make boxes climbable
/// - Using agents to simulate moving obstacles
class CrowdNavigation : public Sample
{
URHO3D_OBJECT(CrowdNavigation, Sample);
public:
/// Construct.
explicit CrowdNavigation(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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}
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 crowd agents target or spawn another jack.
void SetPathPoint(bool spawning);
/// Add new obstacle or remove existing obstacle/agent.
void AddOrRemoveObject();
/// Create a "Jack" object at position.
void SpawnJack(const Vector3& pos, Node* jackGroup);
/// Create a mushroom object at position.
void CreateMushroom(const Vector3& pos);
/// Create an off-mesh connection for each box to make it climbable.
void CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup);
/// Create some movable barrels as crowd agents.
void CreateMovingBarrels(DynamicNavigationMesh* navMesh);
/// Utility function to raycast to the cursor position. Return true if hit.
bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
/// 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);
/// Handle problems with crowd agent placement.
void HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData);
/// Handle crowd agent reposition.
void HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData);
/// Handle crowd agent formation.
void HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData);
/// Flag for using navigation mesh streaming.
bool useStreaming_{};
/// Streaming distance.
int streamingDistance_{2};
/// Tile data.
HashMap> tileData_;
/// Added tiles.
HashSet addedTiles_;
/// Flag for drawing debug geometry.
bool drawDebug_{};
/// Instruction text UI-element.
Text* instructionText_{};
};