Navigation.h 3.3 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. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Drawable;
  27. class Node;
  28. class Scene;
  29. }
  30. /// Navigation example.
  31. /// This sample demonstrates:
  32. /// - Generating a navigation mesh into the scene
  33. /// - Performing path queries to the navigation mesh
  34. /// - Rebuilding the navigation mesh partially when adding or removing objects
  35. /// - Visualizing custom debug geometry
  36. /// - Raycasting drawable components
  37. /// - Making a node follow the Detour path
  38. class Navigation : public Sample
  39. {
  40. OBJECT(Navigation);
  41. public:
  42. /// Construct.
  43. Navigation(Context* context);
  44. /// Setup after engine initialization and before running the main loop.
  45. virtual void Start();
  46. private:
  47. /// Construct the scene content.
  48. void CreateScene();
  49. /// Construct user interface elements.
  50. void CreateUI();
  51. /// Set up a viewport for displaying the scene.
  52. void SetupViewport();
  53. /// Subscribe to application-wide logic update and post-render update events.
  54. void SubscribeToEvents();
  55. /// Read input and moves the camera.
  56. void MoveCamera(float timeStep);
  57. /// Set path start or end point.
  58. void SetPathPoint();
  59. /// Add or remove object.
  60. void AddOrRemoveObject();
  61. /// Create a mushroom object at position.
  62. Node* CreateMushroom(const Vector3& pos);
  63. /// Utility function to raycast to the cursor position. Return true if hit
  64. bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
  65. /// Make Jack follow the Detour path.
  66. void FollowPath(float timeStep);
  67. /// Handle the logic update event.
  68. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  69. /// Handle the post-render update event.
  70. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  71. /// Scene.
  72. SharedPtr<Scene> scene_;
  73. /// Camera scene node.
  74. SharedPtr<Node> cameraNode_;
  75. /// Last calculated path.
  76. PODVector<Vector3> currentPath_;
  77. /// Path end position.
  78. Vector3 endPos_;
  79. /// Jack scene node.
  80. SharedPtr<Node> jackNode_;
  81. /// Camera yaw angle.
  82. float yaw_;
  83. /// Camera pitch angle.
  84. float pitch_;
  85. /// Flag for drawing debug geometry.
  86. bool drawDebug_;
  87. };