| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497 |
- // 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<Vector3> currentPath;
- Array<Node@> jackNodes;
- Array<Node@> mushroomNodes;
- 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 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 a DynamicNavigationMesh component to the scene root
- DynamicNavigationMesh@ navMesh = scene_.CreateComponent("DynamicNavigationMesh");
- // Set the agent height large enough to exclude the layers under boxes
- navMesh.agentHeight = 10;
- navMesh.tileSize = 64;
- // 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 a detour crowd manager component
- DetourCrowdManager@ crowdManager = scene_.CreateComponent("DetourCrowdManager");
- //crowdManager.navMesh = navMesh;
- //crowdManager.CreateCrowd();
-
- // Create Jack node that will follow the path
- Node@ jackNode = SpawnJack(Vector3(-5.0f, 0, -20.0f));
-
- // Because the navigation mesh is a cache the mushrooms can be created after building
- // 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));
- //navMesh.ForceUpdate();
-
- // 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 spawn a Jack\n"
- "MMB to add or remove obstacles\n"
- "F5 To Save The Scene, F7 to Reload the Scene\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");
-
- // Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
- // use a larger extents for finding a point on the navmesh to fix the agent's position
- SubscribeToEvent("CrowdAgentFailure", "HandleCrowdAgentFailure");
- }
- 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 spawn a jack 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;
- DynamicNavigationMesh@ navMesh = scene_.GetComponent("DynamicNavigationMesh");
- if (Raycast(250.0f, hitPos, hitDrawable))
- {
- Vector3 pathPos = navMesh.FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
- if (input.qualifierDown[QUAL_SHIFT])
- {
- // Spawn a jack
- SpawnJack(pathPos);
- }
- else
- {
- // Calculate path from Jack's current position to the end point
- endPos = pathPos;
- for (uint i = 0; i < jackNodes.length; ++i)
- {
- CrowdAgent@ agent = jackNodes[i].GetComponent("CrowdAgent");
- agent.enabled = true;
- if (i == 0)
- {
- // The first agent will always move to the exact target
- agent.SetMoveTarget(endPos);
- }
- else
- {
- // Keep the random point on the navigation mesh
- Vector3 targetPos = navMesh.FindNearestPoint(endPos + Vector3(Random(-4.5f,4.5f), 0.0f, Random(-4.5, 4.5f)), Vector3(1.0f, 1.0f, 1.0f));
- agent.SetMoveTarget(targetPos);
- }
- }
- }
- }
- }
- 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();
- mushroomNodes.Erase(mushroomNodes.FindByRef(hitNode));
- }
- else
- {
- Node@ newNode = CreateMushroom(hitPos);
- StaticModel@ newObject = newNode.GetComponent("StaticModel");
- updateBox = newObject.worldBoundingBox;
- }
- }
- }
- 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;
- Obstacle@ obstacleObject = mushroomNode.CreateComponent("Obstacle");
- obstacleObject.radius = mushroomNode.scale.x;
- mushroomNodes.Push(mushroomNode);
-
- return mushroomNode;
- }
- Node@ SpawnJack(const Vector3& pos)
- {
- Node@ jackNode = scene_.CreateChild("Jack");
- jackNodes.Push(jackNode);
- jackNode.position = pos;
- AnimatedModel@ modelObject = jackNode.CreateComponent("AnimatedModel");
- modelObject.model = cache.GetResource("Model", "Models/Jack.mdl");
- modelObject.material = cache.GetResource("Material", "Materials/Jack.xml");
- modelObject.castShadows = true;
- CrowdAgent@ navAgent = jackNode.CreateComponent("CrowdAgent");
- navAgent.height = 2.0f;
- navAgent.enabled = false;
- return jackNode;
- }
- 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 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 the CrowdAgents face the direction of their velocity
- for (uint i = 0; i < jackNodes.length; ++i)
- {
- CrowdAgent@ agent = jackNodes[i].GetComponent("CrowdAgent");
- jackNodes[i].worldDirection = agent.actualVelocity;
- }
-
- if (input.keyPress[KEY_F5])
- {
- File saveFile(fileSystem.programDir + "Data/Scenes/CrowdDemo.xml", FILE_WRITE);
- scene_.SaveXML(saveFile);
- }
- if (input.keyPress[KEY_F7])
- {
- File loadFile(fileSystem.programDir + "Data/Scenes/CrowdDemo.xml", FILE_READ);
- scene_.LoadXML(loadFile);
- // After loading we have to reacquire the character scene node, as it has been recreated
- // Simply find by name as there's only one of them
- jackNodes.Clear();
- Array<Node@> jacks = scene_.GetChildrenWithComponent("CrowdAgent", true);
- for (uint i = 0; i < jacks.length; ++i)
- {
- jackNodes.Push(jacks[i]);
- }
- mushroomNodes.Clear();
- Array<Node@> mushrooms = scene_.GetChildrenWithComponent("Obstacle", true);
- for (uint i = 0; i < mushrooms.length; ++i)
- {
- mushroomNodes.Push(mushrooms[i]);
- }
- }
- }
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- // If draw debug mode is enabled, draw navigation mesh debug geometry
- if (drawDebug)
- {
- DynamicNavigationMesh@ navMesh = scene_.GetComponent("DynamicNavigationMesh");
- navMesh.DrawDebugGeometry(true);
- for (uint i = 0; i < jackNodes.length; ++i)
- {
- CrowdAgent@ agent = jackNodes[i].GetComponent("CrowdAgent");
- agent.DrawDebugGeometry(true);
- }
-
- for (uint i = 0; i < mushroomNodes.length; ++i)
- {
- Obstacle@ obstacle = mushroomNodes[i].GetComponent("Obstacle");
- obstacle.DrawDebugGeometry(true);
- }
- }
- }
- void HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
- {
- Node@ node = eventData["Node"].GetPtr();
- int state = eventData["CrowdAgentState"].GetInt();
-
- // If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
- if (state == CrowdAgentState::CROWD_AGENT_INVALID)
- {
- DynamicNavigationMesh@ navMesh = scene_.GetComponent("DynamicNavigationMesh");
- // Get a point on the navmesh using more generous extents
- Vector3 newPos = navMesh.FindNearestPoint(node.position, Vector3(5.0f,5.0f,5.0f));
- // Set the new node position, CrowdAgent component will automatically reset the state of the agent
- node.position = newPos;
- }
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<patch>" +
- " <add sel=\"/element\">" +
- " <element type=\"Button\">" +
- " <attribute name=\"Name\" value=\"Button3\" />" +
- " <attribute name=\"Position\" value=\"-120 -120\" />" +
- " <attribute name=\"Size\" value=\"96 96\" />" +
- " <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
- " <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
- " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
- " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
- " <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
- " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"Label\" />" +
- " <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
- " <attribute name=\"Vert Alignment\" value=\"Center\" />" +
- " <attribute name=\"Color\" value=\"0 0 0 1\" />" +
- " <attribute name=\"Text\" value=\"Spawn A jack\" />" +
- " </element>" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"KeyBinding\" />" +
- " <attribute name=\"Text\" value=\"LSHIFT\" />" +
- " </element>" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
- " <attribute name=\"Text\" value=\"LEFT\" />" +
- " </element>" +
- " </element>" +
- " <element type=\"Button\">" +
- " <attribute name=\"Name\" value=\"Button4\" />" +
- " <attribute name=\"Position\" value=\"-120 -12\" />" +
- " <attribute name=\"Size\" value=\"96 96\" />" +
- " <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
- " <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
- " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
- " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
- " <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
- " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"Label\" />" +
- " <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
- " <attribute name=\"Vert Alignment\" value=\"Center\" />" +
- " <attribute name=\"Color\" value=\"0 0 0 1\" />" +
- " <attribute name=\"Text\" value=\"Obstacles\" />" +
- " </element>" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
- " <attribute name=\"Text\" value=\"MIDDLE\" />" +
- " </element>" +
- " </element>" +
- " </add>" +
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Set</replace>" +
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
- " <attribute name=\"Text\" value=\"LEFT\" />" +
- " </element>" +
- " </add>" +
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" +
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
- " <element type=\"Text\">" +
- " <attribute name=\"Name\" value=\"KeyBinding\" />" +
- " <attribute name=\"Text\" value=\"SPACE\" />" +
- " </element>" +
- " </add>" +
- "</patch>";
|