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- // Copyright (c) 2008-2022 the Urho3D project
- // License: MIT
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/AnimatedModel.h>
- #include <Urho3D/Graphics/AnimationController.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/DebugRenderer.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Navigation/CrowdAgent.h>
- #include <Urho3D/Navigation/DynamicNavigationMesh.h>
- #include <Urho3D/Navigation/Navigable.h>
- #include <Urho3D/Navigation/NavigationEvents.h>
- #include <Urho3D/Navigation/Obstacle.h>
- #include <Urho3D/Navigation/OffMeshConnection.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "CrowdNavigation.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(CrowdNavigation)
- CrowdNavigation::CrowdNavigation(Context* context) :
- Sample(context)
- {
- }
- void CrowdNavigation::Start()
- {
- // Execute base class startup
- Sample::Start();
- // 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();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_ABSOLUTE);
- }
- void CrowdNavigation::CreateScene()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // 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->SetScale(Vector3(100.0f, 1.0f, 100.0f));
- auto* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
- // Create a Zone component for ambient lighting & fog control
- Node* zoneNode = scene_->CreateChild("Zone");
- auto* zone = zoneNode->CreateComponent<Zone>();
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
- zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
- zone->SetFogStart(100.0f);
- zone->SetFogEnd(300.0f);
- // Create a directional light to the world. Enable cascaded shadows on it
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
- auto* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(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->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
- // Create randomly sized boxes. If boxes are big enough, make them occluders
- Node* boxGroup = scene_->CreateChild("Boxes");
- for (unsigned i = 0; i < 20; ++i)
- {
- Node* boxNode = boxGroup->CreateChild("Box");
- float size = 1.0f + Random(10.0f);
- boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
- boxNode->SetScale(size);
- auto* boxObject = boxNode->CreateComponent<StaticModel>();
- boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- boxObject->SetCastShadows(true);
- if (size >= 3.0f)
- boxObject->SetOccluder(true);
- }
- // Create a DynamicNavigationMesh component to the scene root
- auto* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
- // Set small tiles to show navigation mesh streaming
- navMesh->SetTileSize(32);
- // Enable drawing debug geometry for obstacles and off-mesh connections
- navMesh->SetDrawObstacles(true);
- navMesh->SetDrawOffMeshConnections(true);
- // Set the agent height large enough to exclude the layers under boxes
- navMesh->SetAgentHeight(10.0f);
- // Set nav mesh cell height to minimum (allows agents to be grounded)
- navMesh->SetCellHeight(0.05f);
- // 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->SetPadding(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 an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
- // Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
- // Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
- CreateBoxOffMeshConnections(navMesh, boxGroup);
- // Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
- for (unsigned i = 0; i < 100; ++i)
- CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
- // Create a CrowdManager component to the scene root
- auto* crowdManager = scene_->CreateComponent<CrowdManager>();
- CrowdObstacleAvoidanceParams params = crowdManager->GetObstacleAvoidanceParams(0);
- // Set the params to "High (66)" setting
- params.velBias = 0.5f;
- params.adaptiveDivs = 7;
- params.adaptiveRings = 3;
- params.adaptiveDepth = 3;
- crowdManager->SetObstacleAvoidanceParams(0, params);
- // Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
- CreateMovingBarrels(navMesh);
- // Create Jack node as crowd agent
- SpawnJack(Vector3(-5.0f, 0.0f, 20.0f), scene_->CreateChild("Jacks"));
- // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
- // we want it to be unaffected by scene load / save
- cameraNode_ = new Node(context_);
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(300.0f);
- // Set an initial position for the camera scene node above the plane and looking down
- cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
- pitch_ = 80.0f;
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- }
- void CrowdNavigation::CreateUI()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- // 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
- auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
- SharedPtr<Cursor> cursor(new Cursor(context_));
- cursor->SetStyleAuto(style);
- ui->SetCursor(cursor);
- // Set starting position of the cursor at the rendering window center
- auto* graphics = GetSubsystem<Graphics>();
- cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
- // Construct new Text object, set string to display and font to use
- instructionText_ = ui->GetRoot()->CreateChild<Text>();
- instructionText_->SetText(
- "Use WASD keys to move, RMB to rotate view\n"
- "LMB to set destination, SHIFT+LMB to spawn a Jack\n"
- "MMB or O key to add obstacles or remove obstacles/agents\n"
- "F5 to save scene, F7 to load\n"
- "Tab to toggle navigation mesh streaming\n"
- "Space to toggle debug geometry\n"
- "F12 to toggle this instruction text"
- );
- instructionText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- // The text has multiple rows. Center them in relation to each other
- instructionText_->SetTextAlignment(HA_CENTER);
- // Position the text relative to the screen center
- instructionText_->SetHorizontalAlignment(HA_CENTER);
- instructionText_->SetVerticalAlignment(VA_CENTER);
- instructionText_->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void CrowdNavigation::SetupViewport()
- {
- auto* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void CrowdNavigation::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CrowdNavigation, HandleUpdate));
- // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
- SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(CrowdNavigation, 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(E_CROWD_AGENT_FAILURE, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
- // Subscribe HandleCrowdAgentReposition() function for controlling the animation
- SubscribeToEvent(E_CROWD_AGENT_REPOSITION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
- // Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
- SubscribeToEvent(E_CROWD_AGENT_FORMATION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
- }
- void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
- jackNode->SetPosition(pos);
- auto* modelObject = jackNode->CreateComponent<AnimatedModel>();
- modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
- modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
- modelObject->SetCastShadows(true);
- jackNode->CreateComponent<AnimationController>();
- // Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
- auto* agent = jackNode->CreateComponent<CrowdAgent>();
- agent->SetHeight(2.0f);
- agent->SetMaxSpeed(3.0f);
- agent->SetMaxAccel(5.0f);
- }
- void CrowdNavigation::CreateMushroom(const Vector3& pos)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* mushroomNode = scene_->CreateChild("Mushroom");
- mushroomNode->SetPosition(pos);
- mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
- mushroomNode->SetScale(2.0f + Random(0.5f));
- auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
- mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
- mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
- mushroomObject->SetCastShadows(true);
- // Create the navigation Obstacle component and set its height & radius proportional to scale
- auto* obstacle = mushroomNode->CreateComponent<Obstacle>();
- obstacle->SetRadius(mushroomNode->GetScale().x_);
- obstacle->SetHeight(mushroomNode->GetScale().y_);
- }
- void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
- {
- const Vector<SharedPtr<Node>>& boxes = boxGroup->GetChildren();
- for (unsigned i=0; i < boxes.Size(); ++i)
- {
- Node* box = boxes[i];
- Vector3 boxPos = box->GetPosition();
- float boxHalfSize = box->GetScale().x_ / 2;
- // Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
- Node* connectionStart = box->CreateChild("ConnectionStart");
- connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
- Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
- connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
- // Create the OffMeshConnection component to one node and link the other node
- auto* connection = connectionStart->CreateComponent<OffMeshConnection>();
- connection->SetEndPoint(connectionEnd);
- }
- }
- void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* barrel = scene_->CreateChild("Barrel");
- auto* model = barrel->CreateComponent<StaticModel>();
- model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
- auto* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
- model->SetMaterial(material);
- material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
- model->SetCastShadows(true);
- for (unsigned i = 0; i < 20; ++i)
- {
- Node* clone = barrel->Clone();
- float size = 0.5f + Random(1.0f);
- clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
- clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)));
- auto* agent = clone->CreateComponent<CrowdAgent>();
- agent->SetRadius(clone->GetScale().x_ * 0.5f);
- agent->SetHeight(size);
- agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
- }
- barrel->Remove();
- }
- void CrowdNavigation::SetPathPoint(bool spawning)
- {
- Vector3 hitPos;
- Drawable* hitDrawable;
- if (Raycast(250.0f, hitPos, hitDrawable))
- {
- auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
- Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
- Node* jackGroup = scene_->GetChild("Jacks");
- if (spawning)
- // Spawn a jack at the target position
- SpawnJack(pathPos, jackGroup);
- else
- // Set crowd agents target position
- scene_->GetComponent<CrowdManager>()->SetCrowdTarget(pathPos, jackGroup);
- }
- }
- void CrowdNavigation::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))
- {
- Node* hitNode = hitDrawable->GetNode();
- // Note that navmesh rebuild happens when the Obstacle component is removed
- if (hitNode->GetName() == "Mushroom")
- hitNode->Remove();
- else if (hitNode->GetName() == "Jack")
- hitNode->Remove();
- else
- CreateMushroom(hitPos);
- }
- }
- bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
- {
- hitDrawable = nullptr;
- auto* ui = GetSubsystem<UI>();
- IntVector2 pos = ui->GetCursorPosition();
- // Check the cursor is visible and there is no UI element in front of the cursor
- if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
- return false;
- pos = ui->ConvertUIToSystem(pos);
- auto* graphics = GetSubsystem<Graphics>();
- auto* camera = cameraNode_->GetComponent<Camera>();
- Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
- // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- PODVector<RayQueryResult> results;
- RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
- scene_->GetComponent<Octree>()->RaycastSingle(query);
- if (results.Size())
- {
- RayQueryResult& result = results[0];
- hitPos = result.position_;
- hitDrawable = result.drawable_;
- return true;
- }
- return false;
- }
- void CrowdNavigation::MoveCamera(float timeStep)
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- auto* ui = GetSubsystem<UI>();
- auto* input = GetSubsystem<Input>();
- ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
- // Do not move if the UI has a focused element (the console)
- if (ui->GetFocusElement())
- 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->GetCursor()->IsVisible())
- {
- IntVector2 mouseMove = input->GetMouseMove();
- 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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- }
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input->GetKeyDown(KEY_W))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_S))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_A))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_D))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- // Set destination or spawn a new jack with left mouse button
- if (input->GetMouseButtonPress(MOUSEB_LEFT))
- SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
- // Add new obstacle or remove existing obstacle/agent with middle mouse button
- else if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
- AddOrRemoveObject();
- // Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
- if (input->GetKeyPress(KEY_F5))
- {
- File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
- scene_->SaveXML(saveFile);
- }
- else if (input->GetKeyPress(KEY_F7))
- {
- File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
- scene_->LoadXML(loadFile);
- }
- // Toggle debug geometry with space
- else if (input->GetKeyPress(KEY_SPACE))
- drawDebug_ = !drawDebug_;
- // Toggle instruction text with F12
- else if (input->GetKeyPress(KEY_F12))
- {
- if (instructionText_)
- instructionText_->SetVisible(!instructionText_->IsVisible());
- }
- }
- void CrowdNavigation::ToggleStreaming(bool enabled)
- {
- auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
- if (enabled)
- {
- int maxTiles = (2 * streamingDistance_ + 1) * (2 * streamingDistance_ + 1);
- BoundingBox boundingBox = navMesh->GetBoundingBox();
- SaveNavigationData();
- navMesh->Allocate(boundingBox, maxTiles);
- }
- else
- navMesh->Build();
- }
- void CrowdNavigation::UpdateStreaming()
- {
- // Center the navigation mesh at the crowd of jacks
- Vector3 averageJackPosition;
- if (Node* jackGroup = scene_->GetChild("Jacks"))
- {
- const unsigned numJacks = jackGroup->GetNumChildren();
- for (unsigned i = 0; i < numJacks; ++i)
- averageJackPosition += jackGroup->GetChild(i)->GetWorldPosition();
- averageJackPosition /= (float)numJacks;
- }
- // Compute currently loaded area
- auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
- const IntVector2 jackTile = navMesh->GetTileIndex(averageJackPosition);
- const IntVector2 numTiles = navMesh->GetNumTiles();
- const IntVector2 beginTile = VectorMax(IntVector2::ZERO, jackTile - IntVector2::ONE * streamingDistance_);
- const IntVector2 endTile = VectorMin(jackTile + IntVector2::ONE * streamingDistance_, numTiles - IntVector2::ONE);
- // Remove tiles
- for (HashSet<IntVector2>::Iterator i = addedTiles_.Begin(); i != addedTiles_.End();)
- {
- const IntVector2 tileIdx = *i;
- if (beginTile.x_ <= tileIdx.x_ && tileIdx.x_ <= endTile.x_ && beginTile.y_ <= tileIdx.y_ && tileIdx.y_ <= endTile.y_)
- ++i;
- else
- {
- navMesh->RemoveTile(tileIdx);
- i = addedTiles_.Erase(i);
- }
- }
- // Add tiles
- for (int z = beginTile.y_; z <= endTile.y_; ++z)
- for (int x = beginTile.x_; x <= endTile.x_; ++x)
- {
- const IntVector2 tileIdx(x, z);
- if (!navMesh->HasTile(tileIdx) && tileData_.Contains(tileIdx))
- {
- addedTiles_.Insert(tileIdx);
- navMesh->AddTile(tileData_[tileIdx]);
- }
- }
- }
- void CrowdNavigation::SaveNavigationData()
- {
- auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
- tileData_.Clear();
- addedTiles_.Clear();
- const IntVector2 numTiles = navMesh->GetNumTiles();
- for (int z = 0; z < numTiles.y_; ++z)
- for (int x = 0; x <= numTiles.x_; ++x)
- {
- const IntVector2 tileIdx = IntVector2(x, z);
- tileData_[tileIdx] = navMesh->GetTileData(tileIdx);
- }
- }
- void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- // Update streaming
- auto* input = GetSubsystem<Input>();
- if (input->GetKeyPress(KEY_TAB))
- {
- useStreaming_ = !useStreaming_;
- ToggleStreaming(useStreaming_);
- }
- if (useStreaming_)
- UpdateStreaming();
- }
- void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (drawDebug_)
- {
- // Visualize navigation mesh, obstacles and off-mesh connections
- scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
- // Visualize agents' path and position to reach
- scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
- }
- }
- void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
- {
- using namespace CrowdAgentFailure;
- auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
- auto agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].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 (agentState == CA_STATE_INVALID)
- {
- // Get a point on the navmesh using more generous extents
- Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
- // Set the new node position, CrowdAgent component will automatically reset the state of the agent
- node->SetPosition(newPos);
- }
- }
- void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
- {
- static const char* WALKING_ANI = "Models/Jack_Walk.ani";
- using namespace CrowdAgentReposition;
- auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
- auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
- Vector3 velocity = eventData[P_VELOCITY].GetVector3();
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Only Jack agent has animation controller
- auto* animCtrl = node->GetComponent<AnimationController>();
- if (animCtrl)
- {
- float speed = velocity.Length();
- if (animCtrl->IsPlaying(WALKING_ANI))
- {
- float speedRatio = speed / agent->GetMaxSpeed();
- // Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
- node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
- // Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
- animCtrl->SetSpeed(WALKING_ANI, speedRatio * 1.5f);
- }
- else
- animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
- // If speed is too low then stop the animation
- if (speed < agent->GetRadius())
- animCtrl->Stop(WALKING_ANI, 0.5f);
- }
- }
- void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
- {
- using namespace CrowdAgentFormation;
- unsigned index = eventData[P_INDEX].GetUInt();
- unsigned size = eventData[P_SIZE].GetUInt();
- Vector3 position = eventData[P_POSITION].GetVector3();
- // The first agent will always move to the exact position, all other agents will select a random point nearby
- if (index)
- {
- auto* crowdManager = static_cast<CrowdManager*>(GetEventSender());
- auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
- eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
- }
- }
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