CrowdNavigation.cpp 24 KB

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  1. //
  2. // Copyright (c) 2008-2015 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 <Urho3D/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/AnimatedModel.h>
  25. #include <Urho3D/Graphics/AnimationController.h>
  26. #include <Urho3D/Graphics/Camera.h>
  27. #include <Urho3D/Graphics/DebugRenderer.h>
  28. #include <Urho3D/Graphics/Graphics.h>
  29. #include <Urho3D/Graphics/Light.h>
  30. #include <Urho3D/Graphics/Material.h>
  31. #include <Urho3D/Graphics/Octree.h>
  32. #include <Urho3D/Graphics/Renderer.h>
  33. #include <Urho3D/Graphics/Zone.h>
  34. #include <Urho3D/Input/Input.h>
  35. #include <Urho3D/Navigation/CrowdAgent.h>
  36. #include <Urho3D/Navigation/DynamicNavigationMesh.h>
  37. #include <Urho3D/Navigation/Navigable.h>
  38. #include <Urho3D/Navigation/NavigationEvents.h>
  39. #include <Urho3D/Navigation/Obstacle.h>
  40. #include <Urho3D/Navigation/OffMeshConnection.h>
  41. #include <Urho3D/Resource/ResourceCache.h>
  42. #include <Urho3D/Scene/Scene.h>
  43. #include <Urho3D/UI/Font.h>
  44. #include <Urho3D/UI/Text.h>
  45. #include <Urho3D/UI/UI.h>
  46. #include "CrowdNavigation.h"
  47. #include <Urho3D/DebugNew.h>
  48. static const String INSTRUCTION("instructionText");
  49. DEFINE_APPLICATION_MAIN(CrowdNavigation)
  50. CrowdNavigation::CrowdNavigation(Context* context) :
  51. Sample(context),
  52. drawDebug_(false)
  53. {
  54. }
  55. void CrowdNavigation::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 CrowdNavigation::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 randomly sized boxes. If boxes are big enough, make them occluders
  100. Node* boxGroup = scene_->CreateChild("Boxes");
  101. for (unsigned i = 0; i < 20; ++i)
  102. {
  103. Node* boxNode = boxGroup->CreateChild("Box");
  104. float size = 1.0f + Random(10.0f);
  105. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  106. boxNode->SetScale(size);
  107. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  108. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  109. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  110. boxObject->SetCastShadows(true);
  111. if (size >= 3.0f)
  112. boxObject->SetOccluder(true);
  113. }
  114. // Create a DynamicNavigationMesh component to the scene root
  115. DynamicNavigationMesh* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
  116. // Enable drawing debug geometry for obstacles and off-mesh connections
  117. navMesh->SetDrawObstacles(true);
  118. navMesh->SetDrawOffMeshConnections(true);
  119. // Set the agent height large enough to exclude the layers under boxes
  120. navMesh->SetAgentHeight(10.0f);
  121. // Set nav mesh cell height to minimum (allows agents to be grounded)
  122. navMesh->SetCellHeight(0.05f);
  123. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  124. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  125. scene_->CreateComponent<Navigable>();
  126. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  127. // in the scene and still update the mesh correctly
  128. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  129. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  130. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  131. // it will use renderable geometry instead
  132. navMesh->Build();
  133. // Create an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
  134. // Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
  135. // Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
  136. CreateBoxOffMeshConnections(navMesh, boxGroup);
  137. // Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
  138. for (unsigned i = 0; i < 100; ++i)
  139. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  140. // Create a CrowdManager component to the scene root
  141. CrowdManager* crowdManager = scene_->CreateComponent<CrowdManager>();
  142. CrowdObstacleAvoidanceParams params = crowdManager->GetObstacleAvoidanceParams(0);
  143. // Set the params to "High (66)" setting
  144. params.velBias = 0.5f;
  145. params.adaptiveDivs = 7;
  146. params.adaptiveRings = 3;
  147. params.adaptiveDepth = 3;
  148. crowdManager->SetObstacleAvoidanceParams(0, params);
  149. // Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
  150. CreateMovingBarrels(navMesh);
  151. // Create Jack node as crowd agent
  152. SpawnJack(Vector3(-5.0f, 0.0f, 20.0f), scene_->CreateChild("Jacks"));
  153. // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
  154. // we want it to be unaffected by scene load / save
  155. cameraNode_ = new Node(context_);
  156. Camera* camera = cameraNode_->CreateComponent<Camera>();
  157. camera->SetFarClip(300.0f);
  158. // Set an initial position for the camera scene node above the plane and looking down
  159. cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
  160. pitch_ = 80.0f;
  161. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  162. }
  163. void CrowdNavigation::CreateUI()
  164. {
  165. ResourceCache* cache = GetSubsystem<ResourceCache>();
  166. UI* ui = GetSubsystem<UI>();
  167. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  168. // control the camera, and when visible, it will point the raycast target
  169. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  170. SharedPtr<Cursor> cursor(new Cursor(context_));
  171. cursor->SetStyleAuto(style);
  172. ui->SetCursor(cursor);
  173. // Set starting position of the cursor at the rendering window center
  174. Graphics* graphics = GetSubsystem<Graphics>();
  175. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  176. // Construct new Text object, set string to display and font to use
  177. Text* instructionText = ui->GetRoot()->CreateChild<Text>(INSTRUCTION);
  178. instructionText->SetText(
  179. "Use WASD keys to move, RMB to rotate view\n"
  180. "LMB to set destination, SHIFT+LMB to spawn a Jack\n"
  181. "MMB to add obstacles or remove obstacles/agents\n"
  182. "F5 to save scene, F7 to load\n"
  183. "Space to toggle debug geometry\n"
  184. "F12 to toggle this instruction text"
  185. );
  186. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  187. // The text has multiple rows. Center them in relation to each other
  188. instructionText->SetTextAlignment(HA_CENTER);
  189. // Position the text relative to the screen center
  190. instructionText->SetHorizontalAlignment(HA_CENTER);
  191. instructionText->SetVerticalAlignment(VA_CENTER);
  192. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  193. }
  194. void CrowdNavigation::SetupViewport()
  195. {
  196. Renderer* renderer = GetSubsystem<Renderer>();
  197. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  198. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  199. renderer->SetViewport(0, viewport);
  200. }
  201. void CrowdNavigation::SubscribeToEvents()
  202. {
  203. // Subscribe HandleUpdate() function for processing update events
  204. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CrowdNavigation, HandleUpdate));
  205. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
  206. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(CrowdNavigation, HandlePostRenderUpdate));
  207. // Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
  208. // use a larger extents for finding a point on the navmesh to fix the agent's position
  209. SubscribeToEvent(E_CROWD_AGENT_FAILURE, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
  210. // Subscribe HandleCrowdAgentReposition() function for controlling the animation
  211. SubscribeToEvent(E_CROWD_AGENT_REPOSITION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
  212. // Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
  213. SubscribeToEvent(E_CROWD_AGENT_FORMATION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
  214. }
  215. void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
  216. {
  217. ResourceCache* cache = GetSubsystem<ResourceCache>();
  218. SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
  219. jackNode->SetPosition(pos);
  220. AnimatedModel* modelObject = jackNode->CreateComponent<AnimatedModel>();
  221. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  222. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  223. modelObject->SetCastShadows(true);
  224. jackNode->CreateComponent<AnimationController>();
  225. // Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
  226. CrowdAgent* agent = jackNode->CreateComponent<CrowdAgent>();
  227. agent->SetHeight(2.0f);
  228. agent->SetMaxSpeed(3.0f);
  229. agent->SetMaxAccel(3.0f);
  230. }
  231. void CrowdNavigation::CreateMushroom(const Vector3& pos)
  232. {
  233. ResourceCache* cache = GetSubsystem<ResourceCache>();
  234. Node* mushroomNode = scene_->CreateChild("Mushroom");
  235. mushroomNode->SetPosition(pos);
  236. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  237. mushroomNode->SetScale(2.0f + Random(0.5f));
  238. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  239. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  240. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  241. mushroomObject->SetCastShadows(true);
  242. // Create the navigation Obstacle component and set its height & radius proportional to scale
  243. Obstacle* obstacle = mushroomNode->CreateComponent<Obstacle>();
  244. obstacle->SetRadius(mushroomNode->GetScale().x_);
  245. obstacle->SetHeight(mushroomNode->GetScale().y_);
  246. }
  247. void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
  248. {
  249. const Vector<SharedPtr<Node> >& boxes = boxGroup->GetChildren();
  250. for (unsigned i=0; i < boxes.Size(); ++i)
  251. {
  252. Node* box = boxes[i];
  253. Vector3 boxPos = box->GetPosition();
  254. float boxHalfSize = box->GetScale().x_ / 2;
  255. // Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
  256. Node* connectionStart = box->CreateChild("ConnectionStart");
  257. connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
  258. Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
  259. connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
  260. // Create the OffMeshConnection component to one node and link the other node
  261. OffMeshConnection* connection = connectionStart->CreateComponent<OffMeshConnection>();
  262. connection->SetEndPoint(connectionEnd);
  263. }
  264. }
  265. void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
  266. {
  267. ResourceCache* cache = GetSubsystem<ResourceCache>();
  268. Node* barrel = scene_->CreateChild("Barrel");
  269. StaticModel* model = barrel->CreateComponent<StaticModel>();
  270. model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
  271. Material* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
  272. model->SetMaterial(material);
  273. material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
  274. model->SetCastShadows(true);
  275. for (unsigned i = 0; i < 20; ++i)
  276. {
  277. Node* clone = barrel->Clone();
  278. float size = 0.5f + Random(1.0f);
  279. clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
  280. clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)));
  281. CrowdAgent* agent = clone->CreateComponent<CrowdAgent>();
  282. agent->SetRadius(clone->GetScale().x_ * 0.5f);
  283. agent->SetHeight(size);
  284. agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
  285. }
  286. barrel->Remove();
  287. }
  288. void CrowdNavigation::SetPathPoint(bool spawning)
  289. {
  290. Vector3 hitPos;
  291. Drawable* hitDrawable;
  292. if (Raycast(250.0f, hitPos, hitDrawable))
  293. {
  294. DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  295. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  296. Node* jackGroup = scene_->GetChild("Jacks");
  297. if (spawning)
  298. // Spawn a jack at the target position
  299. SpawnJack(pathPos, jackGroup);
  300. else
  301. // Set crowd agents target position
  302. scene_->GetComponent<CrowdManager>()->SetCrowdTarget(pathPos, jackGroup);
  303. }
  304. }
  305. void CrowdNavigation::AddOrRemoveObject()
  306. {
  307. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  308. Vector3 hitPos;
  309. Drawable* hitDrawable;
  310. if (Raycast(250.0f, hitPos, hitDrawable))
  311. {
  312. Node* hitNode = hitDrawable->GetNode();
  313. // Note that navmesh rebuild happens when the Obstacle component is removed
  314. if (hitNode->GetName() == "Mushroom")
  315. hitNode->Remove();
  316. else if (hitNode->GetName() == "Jack")
  317. hitNode->Remove();
  318. else
  319. CreateMushroom(hitPos);
  320. }
  321. }
  322. bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  323. {
  324. hitDrawable = 0;
  325. UI* ui = GetSubsystem<UI>();
  326. IntVector2 pos = ui->GetCursorPosition();
  327. // Check the cursor is visible and there is no UI element in front of the cursor
  328. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  329. return false;
  330. Graphics* graphics = GetSubsystem<Graphics>();
  331. Camera* camera = cameraNode_->GetComponent<Camera>();
  332. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  333. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  334. PODVector<RayQueryResult> results;
  335. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  336. scene_->GetComponent<Octree>()->RaycastSingle(query);
  337. if (results.Size())
  338. {
  339. RayQueryResult& result = results[0];
  340. hitPos = result.position_;
  341. hitDrawable = result.drawable_;
  342. return true;
  343. }
  344. return false;
  345. }
  346. void CrowdNavigation::MoveCamera(float timeStep)
  347. {
  348. // Right mouse button controls mouse cursor visibility: hide when pressed
  349. UI* ui = GetSubsystem<UI>();
  350. Input* input = GetSubsystem<Input>();
  351. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  352. // Do not move if the UI has a focused element (the console)
  353. if (ui->GetFocusElement())
  354. return;
  355. // Movement speed as world units per second
  356. const float MOVE_SPEED = 20.0f;
  357. // Mouse sensitivity as degrees per pixel
  358. const float MOUSE_SENSITIVITY = 0.1f;
  359. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  360. // Only move the camera when the cursor is hidden
  361. if (!ui->GetCursor()->IsVisible())
  362. {
  363. IntVector2 mouseMove = input->GetMouseMove();
  364. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  365. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  366. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  367. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  368. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  369. }
  370. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  371. if (input->GetKeyDown('W'))
  372. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  373. if (input->GetKeyDown('S'))
  374. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  375. if (input->GetKeyDown('A'))
  376. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  377. if (input->GetKeyDown('D'))
  378. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  379. // Set destination or spawn a new jack with left mouse button
  380. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  381. SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
  382. // Add new obstacle or remove existing obstacle/agent with middle mouse button
  383. else if (input->GetMouseButtonPress(MOUSEB_MIDDLE))
  384. AddOrRemoveObject();
  385. // Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
  386. if (input->GetKeyPress(KEY_F5))
  387. {
  388. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
  389. scene_->SaveXML(saveFile);
  390. }
  391. else if (input->GetKeyPress(KEY_F7))
  392. {
  393. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
  394. scene_->LoadXML(loadFile);
  395. }
  396. // Toggle debug geometry with space
  397. else if (input->GetKeyPress(KEY_SPACE))
  398. drawDebug_ = !drawDebug_;
  399. // Toggle instruction text with F12
  400. else if (input->GetKeyPress(KEY_F12))
  401. {
  402. UIElement* instruction = ui->GetRoot()->GetChild(INSTRUCTION);
  403. instruction->SetVisible(!instruction->IsVisible());
  404. }
  405. }
  406. void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  407. {
  408. using namespace Update;
  409. // Take the frame time step, which is stored as a float
  410. float timeStep = eventData[P_TIMESTEP].GetFloat();
  411. // Move the camera, scale movement with time step
  412. MoveCamera(timeStep);
  413. }
  414. void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  415. {
  416. if (drawDebug_)
  417. {
  418. // Visualize navigation mesh, obstacles and off-mesh connections
  419. scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
  420. // Visualize agents' path and position to reach
  421. scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
  422. }
  423. }
  424. void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
  425. {
  426. using namespace CrowdAgentFailure;
  427. Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
  428. CrowdAgentState agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
  429. // If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
  430. if (agentState == CA_STATE_INVALID)
  431. {
  432. // Get a point on the navmesh using more generous extents
  433. Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
  434. // Set the new node position, CrowdAgent component will automatically reset the state of the agent
  435. node->SetPosition(newPos);
  436. }
  437. }
  438. void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
  439. {
  440. static const char* WALKING_ANI = "Models/Jack_Walk.ani";
  441. using namespace CrowdAgentReposition;
  442. Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
  443. CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
  444. Vector3 velocity = eventData[P_VELOCITY].GetVector3();
  445. float timeStep = eventData[P_TIMESTEP].GetFloat();
  446. // Only Jack agent has animation controller
  447. AnimationController* animCtrl = node->GetComponent<AnimationController>();
  448. if (animCtrl)
  449. {
  450. float speed = velocity.Length();
  451. if (animCtrl->IsPlaying(WALKING_ANI))
  452. {
  453. float speedRatio = speed / agent->GetMaxSpeed();
  454. // Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
  455. node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
  456. // Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
  457. animCtrl->SetSpeed(WALKING_ANI, speedRatio);
  458. }
  459. else
  460. animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
  461. // If speed is too low then stopping the animation
  462. if (speed < agent->GetRadius())
  463. animCtrl->Stop(WALKING_ANI, 0.8f);
  464. }
  465. }
  466. void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
  467. {
  468. using namespace CrowdAgentFormation;
  469. unsigned index = eventData[P_INDEX].GetUInt();
  470. unsigned size = eventData[P_SIZE].GetUInt();
  471. Vector3 position = eventData[P_POSITION].GetVector3();
  472. // The first agent will always move to the exact position, all other agents will select a random point nearby
  473. if (index)
  474. {
  475. CrowdManager* crowdManager = static_cast<CrowdManager*>(GetEventSender());
  476. CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
  477. eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
  478. }
  479. }