Navigation.cpp 17 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "AnimatedModel.h"
  23. #include "Camera.h"
  24. #include "CoreEvents.h"
  25. #include "Cursor.h"
  26. #include "DebugRenderer.h"
  27. #include "Engine.h"
  28. #include "Font.h"
  29. #include "Graphics.h"
  30. #include "Input.h"
  31. #include "Light.h"
  32. #include "Material.h"
  33. #include "Model.h"
  34. #include "Navigable.h"
  35. #include "NavigationMesh.h"
  36. #include "Octree.h"
  37. #include "Renderer.h"
  38. #include "ResourceCache.h"
  39. #include "Scene.h"
  40. #include "StaticModel.h"
  41. #include "Text.h"
  42. #include "UI.h"
  43. #include "XMLFile.h"
  44. #include "Zone.h"
  45. #include "Navigation.h"
  46. #include "DebugNew.h"
  47. DEFINE_APPLICATION_MAIN(Navigation)
  48. Navigation::Navigation(Context* context) :
  49. Sample(context),
  50. yaw_(0.0f),
  51. pitch_(0.0f),
  52. drawDebug_(false)
  53. {
  54. }
  55. void Navigation::Start()
  56. {
  57. // Execute base class startup
  58. Sample::Start();
  59. // Create the scene content
  60. CreateScene();
  61. // Create the UI content
  62. CreateUI();
  63. // Setup the viewport for displaying the scene
  64. SetupViewport();
  65. // Hook up to the frame update and render post-update events
  66. SubscribeToEvents();
  67. }
  68. void Navigation::CreateScene()
  69. {
  70. ResourceCache* cache = GetSubsystem<ResourceCache>();
  71. scene_ = new Scene(context_);
  72. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  73. // Also create a DebugRenderer component so that we can draw debug geometry
  74. scene_->CreateComponent<Octree>();
  75. scene_->CreateComponent<DebugRenderer>();
  76. // Create scene node & StaticModel component for showing a static plane
  77. Node* planeNode = scene_->CreateChild("Plane");
  78. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  79. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  80. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  81. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  82. // Create a Zone component for ambient lighting & fog control
  83. Node* zoneNode = scene_->CreateChild("Zone");
  84. Zone* zone = zoneNode->CreateComponent<Zone>();
  85. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  86. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  87. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  88. zone->SetFogStart(100.0f);
  89. zone->SetFogEnd(300.0f);
  90. // Create a directional light to the world. Enable cascaded shadows on it
  91. Node* lightNode = scene_->CreateChild("DirectionalLight");
  92. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  93. Light* light = lightNode->CreateComponent<Light>();
  94. light->SetLightType(LIGHT_DIRECTIONAL);
  95. light->SetCastShadows(true);
  96. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  97. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  98. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  99. // Create some mushrooms
  100. const unsigned NUM_MUSHROOMS = 100;
  101. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  102. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  103. // Create randomly sized boxes. If boxes are big enough, make them occluders
  104. const unsigned NUM_BOXES = 20;
  105. for (unsigned i = 0; i < NUM_BOXES; ++i)
  106. {
  107. Node* boxNode = scene_->CreateChild("Box");
  108. float size = 1.0f + Random(10.0f);
  109. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  110. boxNode->SetScale(size);
  111. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  112. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  113. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  114. boxObject->SetCastShadows(true);
  115. if (size >= 3.0f)
  116. boxObject->SetOccluder(true);
  117. }
  118. // Create Jack node that will follow the path
  119. jackNode_ = scene_->CreateChild("Jack");
  120. jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f));
  121. AnimatedModel* modelObject = jackNode_->CreateComponent<AnimatedModel>();
  122. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  123. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  124. modelObject->SetCastShadows(true);
  125. // Create a NavigationMesh component to the scene root
  126. NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>();
  127. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  128. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  129. scene_->CreateComponent<Navigable>();
  130. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  131. // in the scene and still update the mesh correctly
  132. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  133. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  134. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  135. // it will use renderable geometry instead
  136. navMesh->Build();
  137. // Create the camera. Limit far clip distance to match the fog
  138. cameraNode_ = scene_->CreateChild("Camera");
  139. Camera* camera = cameraNode_->CreateComponent<Camera>();
  140. camera->SetFarClip(300.0f);
  141. // Set an initial position for the camera scene node above the plane
  142. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  143. }
  144. void Navigation::CreateUI()
  145. {
  146. ResourceCache* cache = GetSubsystem<ResourceCache>();
  147. UI* ui = GetSubsystem<UI>();
  148. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  149. // control the camera, and when visible, it will point the raycast target
  150. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  151. SharedPtr<Cursor> cursor(new Cursor(context_));
  152. cursor->SetStyleAuto(style);
  153. ui->SetCursor(cursor);
  154. // Set starting position of the cursor at the rendering window center
  155. Graphics* graphics = GetSubsystem<Graphics>();
  156. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  157. // Construct new Text object, set string to display and font to use
  158. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  159. instructionText->SetText(
  160. "Use WASD keys to move, RMB to rotate view\n"
  161. "LMB to set destination, SHIFT+LMB to teleport\n"
  162. "MMB to add or remove obstacles\n"
  163. "Space to toggle debug geometry"
  164. );
  165. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  166. // The text has multiple rows. Center them in relation to each other
  167. instructionText->SetTextAlignment(HA_CENTER);
  168. // Position the text relative to the screen center
  169. instructionText->SetHorizontalAlignment(HA_CENTER);
  170. instructionText->SetVerticalAlignment(VA_CENTER);
  171. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  172. }
  173. void Navigation::SetupViewport()
  174. {
  175. Renderer* renderer = GetSubsystem<Renderer>();
  176. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  177. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  178. renderer->SetViewport(0, viewport);
  179. }
  180. void Navigation::SubscribeToEvents()
  181. {
  182. // Subscribe HandleUpdate() function for processing update events
  183. SubscribeToEvent(E_UPDATE, HANDLER(Navigation, HandleUpdate));
  184. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  185. // debug geometry
  186. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Navigation, HandlePostRenderUpdate));
  187. }
  188. void Navigation::MoveCamera(float timeStep)
  189. {
  190. // Right mouse button controls mouse cursor visibility: hide when pressed
  191. UI* ui = GetSubsystem<UI>();
  192. Input* input = GetSubsystem<Input>();
  193. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  194. // Do not move if the UI has a focused element (the console)
  195. if (ui->GetFocusElement())
  196. return;
  197. // Movement speed as world units per second
  198. const float MOVE_SPEED = 20.0f;
  199. // Mouse sensitivity as degrees per pixel
  200. const float MOUSE_SENSITIVITY = 0.1f;
  201. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  202. // Only move the camera when the cursor is hidden
  203. if (!ui->GetCursor()->IsVisible())
  204. {
  205. IntVector2 mouseMove = input->GetMouseMove();
  206. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  207. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  208. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  209. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  210. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  211. }
  212. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  213. if (input->GetKeyDown('W'))
  214. cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
  215. if (input->GetKeyDown('S'))
  216. cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
  217. if (input->GetKeyDown('A'))
  218. cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
  219. if (input->GetKeyDown('D'))
  220. cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
  221. // Set destination or teleport with left mouse button
  222. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  223. SetPathPoint();
  224. // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
  225. if (input->GetMouseButtonPress(MOUSEB_MIDDLE))
  226. AddOrRemoveObject();
  227. // Toggle debug geometry with space
  228. if (input->GetKeyPress(KEY_SPACE))
  229. drawDebug_ = !drawDebug_;
  230. }
  231. void Navigation::SetPathPoint()
  232. {
  233. Vector3 hitPos;
  234. Drawable* hitDrawable;
  235. NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
  236. if (Raycast(250.0f, hitPos, hitDrawable))
  237. {
  238. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  239. if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
  240. {
  241. // Teleport
  242. currentPath_.Clear();
  243. jackNode_->LookAt(pathPos, Vector3(0.0f, 1.0f, 0.0f));
  244. jackNode_->SetPosition(pathPos);
  245. }
  246. else
  247. {
  248. // Calculate path from Jack's current position to the end point
  249. endPos_ = pathPos;
  250. navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
  251. }
  252. }
  253. }
  254. void Navigation::AddOrRemoveObject()
  255. {
  256. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  257. Vector3 hitPos;
  258. Drawable* hitDrawable;
  259. if (Raycast(250.0f, hitPos, hitDrawable))
  260. {
  261. // The part of the navigation mesh we must update, which is the world bounding box of the associated
  262. // drawable component
  263. BoundingBox updateBox;
  264. Node* hitNode = hitDrawable->GetNode();
  265. if (hitNode->GetName() == "Mushroom")
  266. {
  267. updateBox = hitDrawable->GetWorldBoundingBox();
  268. hitNode->Remove();
  269. }
  270. else
  271. {
  272. Node* newNode = CreateMushroom(hitPos);
  273. updateBox = newNode->GetComponent<StaticModel>()->GetWorldBoundingBox();
  274. }
  275. // Rebuild part of the navigation mesh, then recalculate path if applicable
  276. NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
  277. navMesh->Build(updateBox);
  278. if (currentPath_.Size())
  279. navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
  280. }
  281. }
  282. Node* Navigation::CreateMushroom(const Vector3& pos)
  283. {
  284. ResourceCache* cache = GetSubsystem<ResourceCache>();
  285. Node* mushroomNode = scene_->CreateChild("Mushroom");
  286. mushroomNode->SetPosition(pos);
  287. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  288. mushroomNode->SetScale(2.0f + Random(0.5f));
  289. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  290. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  291. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  292. mushroomObject->SetCastShadows(true);
  293. return mushroomNode;
  294. }
  295. bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  296. {
  297. hitDrawable = 0;
  298. UI* ui = GetSubsystem<UI>();
  299. IntVector2 pos = ui->GetCursorPosition();
  300. // Check the cursor is visible and there is no UI element in front of the cursor
  301. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  302. return false;
  303. Graphics* graphics = GetSubsystem<Graphics>();
  304. Camera* camera = cameraNode_->GetComponent<Camera>();
  305. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  306. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  307. PODVector<RayQueryResult> results;
  308. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  309. scene_->GetComponent<Octree>()->RaycastSingle(query);
  310. if (results.Size())
  311. {
  312. RayQueryResult& result = results[0];
  313. hitPos = result.position_;
  314. hitDrawable = result.drawable_;
  315. return true;
  316. }
  317. return false;
  318. }
  319. void Navigation::FollowPath(float timeStep)
  320. {
  321. if (currentPath_.Size())
  322. {
  323. Vector3 nextWaypoint = currentPath_[0]; // NB: currentPath[0] is the next waypoint in order
  324. // Rotate Jack toward next waypoint to reach and move
  325. jackNode_->LookAt(nextWaypoint, Vector3(0.0f, 1.0f, 0.0f));
  326. jackNode_->TranslateRelative(Vector3(0.0f, 0.0f, 1.0f) * 5.0f * timeStep);
  327. // Remove waypoint if reached it
  328. if ((jackNode_->GetPosition() - nextWaypoint).Length() < 0.1f)
  329. currentPath_.Erase(0);
  330. }
  331. }
  332. void Navigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  333. {
  334. using namespace Update;
  335. // Take the frame time step, which is stored as a float
  336. float timeStep = eventData[P_TIMESTEP].GetFloat();
  337. // Move the camera, scale movement with time step
  338. MoveCamera(timeStep);
  339. // Make Jack follow the Detour path
  340. FollowPath(timeStep);
  341. }
  342. void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  343. {
  344. // If draw debug mode is enabled, draw navigation mesh debug geometry
  345. if (drawDebug_)
  346. scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
  347. if (currentPath_.Size())
  348. {
  349. // Visualize the current calculated path
  350. DebugRenderer* debug = scene_->GetComponent<DebugRenderer>();
  351. debug->AddBoundingBox(BoundingBox(endPos_ - Vector3(0.1f, 0.1f, 0.1f), endPos_ + Vector3(0.1f, 0.1f, 0.1f)),
  352. Color(1.0f, 1.0f, 1.0f));
  353. // Draw the path with a small upward bias so that it does not clip into the surfaces
  354. Vector3 bias(0.0f, 0.05f, 0.0f);
  355. debug->AddLine(jackNode_->GetPosition() + bias, currentPath_[0] + bias, Color(1.0f, 1.0f, 1.0f));
  356. if (currentPath_.Size() > 1)
  357. {
  358. for (unsigned i = 0; i < currentPath_.Size() - 1; ++i)
  359. debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
  360. }
  361. }
  362. }