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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. "CTRL+LMB to teleport main agent\n"
  182. "MMB to add obstacles or remove obstacles/agents\n"
  183. "F5 to save scene, F7 to load\n"
  184. "Space to toggle debug geometry\n"
  185. "F12 to toggle this instruction text"
  186. );
  187. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  188. // The text has multiple rows. Center them in relation to each other
  189. instructionText->SetTextAlignment(HA_CENTER);
  190. // Position the text relative to the screen center
  191. instructionText->SetHorizontalAlignment(HA_CENTER);
  192. instructionText->SetVerticalAlignment(VA_CENTER);
  193. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  194. }
  195. void CrowdNavigation::SetupViewport()
  196. {
  197. Renderer* renderer = GetSubsystem<Renderer>();
  198. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  199. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  200. renderer->SetViewport(0, viewport);
  201. }
  202. void CrowdNavigation::SubscribeToEvents()
  203. {
  204. // Subscribe HandleUpdate() function for processing update events
  205. SubscribeToEvent(E_UPDATE, HANDLER(CrowdNavigation, HandleUpdate));
  206. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
  207. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(CrowdNavigation, HandlePostRenderUpdate));
  208. // Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
  209. // use a larger extents for finding a point on the navmesh to fix the agent's position
  210. SubscribeToEvent(E_CROWD_AGENT_FAILURE, HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
  211. // Subscribe HandleCrowdAgentReposition() function for controlling the animation
  212. SubscribeToEvent(E_CROWD_AGENT_REPOSITION, HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
  213. // Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
  214. SubscribeToEvent(E_CROWD_AGENT_FORMATION, HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
  215. }
  216. void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
  217. {
  218. ResourceCache* cache = GetSubsystem<ResourceCache>();
  219. SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
  220. jackNode->SetPosition(pos);
  221. AnimatedModel* modelObject = jackNode->CreateComponent<AnimatedModel>();
  222. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  223. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  224. modelObject->SetCastShadows(true);
  225. jackNode->CreateComponent<AnimationController>();
  226. // Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
  227. CrowdAgent* agent = jackNode->CreateComponent<CrowdAgent>();
  228. agent->SetHeight(2.0f);
  229. agent->SetMaxSpeed(3.0f);
  230. agent->SetMaxAccel(3.0f);
  231. }
  232. void CrowdNavigation::CreateMushroom(const Vector3& pos)
  233. {
  234. ResourceCache* cache = GetSubsystem<ResourceCache>();
  235. Node* mushroomNode = scene_->CreateChild("Mushroom");
  236. mushroomNode->SetPosition(pos);
  237. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  238. mushroomNode->SetScale(2.0f + Random(0.5f));
  239. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  240. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  241. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  242. mushroomObject->SetCastShadows(true);
  243. // Create the navigation Obstacle component and set its height & radius proportional to scale
  244. Obstacle* obstacle = mushroomNode->CreateComponent<Obstacle>();
  245. obstacle->SetRadius(mushroomNode->GetScale().x_);
  246. obstacle->SetHeight(mushroomNode->GetScale().y_);
  247. }
  248. void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
  249. {
  250. const Vector<SharedPtr<Node> >& boxes = boxGroup->GetChildren();
  251. for (unsigned i=0; i < boxes.Size(); ++i)
  252. {
  253. Node* box = boxes[i];
  254. Vector3 boxPos = box->GetPosition();
  255. float boxHalfSize = box->GetScale().x_ / 2;
  256. // Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
  257. Node* connectionStart = box->CreateChild("ConnectionStart");
  258. connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
  259. Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
  260. connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
  261. // Create the OffMeshConnection component to one node and link the other node
  262. OffMeshConnection* connection = connectionStart->CreateComponent<OffMeshConnection>();
  263. connection->SetEndPoint(connectionEnd);
  264. }
  265. }
  266. void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
  267. {
  268. ResourceCache* cache = GetSubsystem<ResourceCache>();
  269. Node* barrel = scene_->CreateChild("Barrel");
  270. StaticModel* model = barrel->CreateComponent<StaticModel>();
  271. model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
  272. Material* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
  273. model->SetMaterial(material);
  274. material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
  275. model->SetCastShadows(true);
  276. for (unsigned i = 0; i < 20; ++i)
  277. {
  278. Node* clone = barrel->Clone();
  279. float size = 0.5f + Random(1.0f);
  280. clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
  281. clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0, size * 0.5 , Random(80.0f) - 40.0)));
  282. CrowdAgent* agent = clone->CreateComponent<CrowdAgent>();
  283. agent->SetRadius(clone->GetScale().x_ * 0.5f);
  284. agent->SetHeight(size);
  285. agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
  286. }
  287. barrel->Remove();
  288. }
  289. void CrowdNavigation::SetPathPoint(bool spawning)
  290. {
  291. Vector3 hitPos;
  292. Drawable* hitDrawable;
  293. if (Raycast(250.0f, hitPos, hitDrawable))
  294. {
  295. DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  296. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  297. Node* jackGroup = scene_->GetChild("Jacks");
  298. if (spawning)
  299. // Spawn a jack at the target position
  300. SpawnJack(pathPos, jackGroup);
  301. else
  302. // Set crowd agents target position
  303. scene_->GetComponent<CrowdManager>()->SetCrowdTarget(pathPos, jackGroup);
  304. }
  305. }
  306. void CrowdNavigation::AddOrRemoveObject()
  307. {
  308. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  309. Vector3 hitPos;
  310. Drawable* hitDrawable;
  311. if (Raycast(250.0f, hitPos, hitDrawable))
  312. {
  313. Node* hitNode = hitDrawable->GetNode();
  314. // Note that navmesh rebuild happens when the Obstacle component is removed
  315. if (hitNode->GetName() == "Mushroom")
  316. hitNode->Remove();
  317. else if (hitNode->GetName() == "Jack")
  318. hitNode->Remove();
  319. else
  320. CreateMushroom(hitPos);
  321. }
  322. }
  323. bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  324. {
  325. hitDrawable = 0;
  326. UI* ui = GetSubsystem<UI>();
  327. IntVector2 pos = ui->GetCursorPosition();
  328. // Check the cursor is visible and there is no UI element in front of the cursor
  329. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  330. return false;
  331. Graphics* graphics = GetSubsystem<Graphics>();
  332. Camera* camera = cameraNode_->GetComponent<Camera>();
  333. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  334. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  335. PODVector<RayQueryResult> results;
  336. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  337. scene_->GetComponent<Octree>()->RaycastSingle(query);
  338. if (results.Size())
  339. {
  340. RayQueryResult& result = results[0];
  341. hitPos = result.position_;
  342. hitDrawable = result.drawable_;
  343. return true;
  344. }
  345. return false;
  346. }
  347. void CrowdNavigation::MoveCamera(float timeStep)
  348. {
  349. // Right mouse button controls mouse cursor visibility: hide when pressed
  350. UI* ui = GetSubsystem<UI>();
  351. Input* input = GetSubsystem<Input>();
  352. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  353. // Do not move if the UI has a focused element (the console)
  354. if (ui->GetFocusElement())
  355. return;
  356. // Movement speed as world units per second
  357. const float MOVE_SPEED = 20.0f;
  358. // Mouse sensitivity as degrees per pixel
  359. const float MOUSE_SENSITIVITY = 0.1f;
  360. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  361. // Only move the camera when the cursor is hidden
  362. if (!ui->GetCursor()->IsVisible())
  363. {
  364. IntVector2 mouseMove = input->GetMouseMove();
  365. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  366. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  367. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  368. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  369. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  370. }
  371. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  372. if (input->GetKeyDown('W'))
  373. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  374. if (input->GetKeyDown('S'))
  375. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  376. if (input->GetKeyDown('A'))
  377. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  378. if (input->GetKeyDown('D'))
  379. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  380. // Set destination or spawn a new jack with left mouse button
  381. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  382. SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
  383. // Add new obstacle or remove existing obstacle/agent with middle mouse button
  384. else if (input->GetMouseButtonPress(MOUSEB_MIDDLE))
  385. AddOrRemoveObject();
  386. // Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
  387. if (input->GetKeyPress(KEY_F5))
  388. {
  389. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
  390. scene_->SaveXML(saveFile);
  391. }
  392. else if (input->GetKeyPress(KEY_F7))
  393. {
  394. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
  395. scene_->LoadXML(loadFile);
  396. }
  397. // Toggle debug geometry with space
  398. else if (input->GetKeyPress(KEY_SPACE))
  399. drawDebug_ = !drawDebug_;
  400. // Toggle instruction text with F12
  401. else if (input->GetKeyPress(KEY_F12))
  402. {
  403. UIElement* instruction = ui->GetRoot()->GetChild(INSTRUCTION);
  404. instruction->SetVisible(!instruction->IsVisible());
  405. }
  406. }
  407. void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  408. {
  409. using namespace Update;
  410. // Take the frame time step, which is stored as a float
  411. float timeStep = eventData[P_TIMESTEP].GetFloat();
  412. // Move the camera, scale movement with time step
  413. MoveCamera(timeStep);
  414. }
  415. void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  416. {
  417. if (drawDebug_)
  418. {
  419. // Visualize navigation mesh, obstacles and off-mesh connections
  420. scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
  421. // Visualize agents' path and position to reach
  422. scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
  423. }
  424. }
  425. void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
  426. {
  427. using namespace CrowdAgentFailure;
  428. Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
  429. CrowdAgentState agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
  430. // If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
  431. if (agentState == CA_STATE_INVALID)
  432. {
  433. // Get a point on the navmesh using more generous extents
  434. Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
  435. // Set the new node position, CrowdAgent component will automatically reset the state of the agent
  436. node->SetPosition(newPos);
  437. }
  438. }
  439. void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
  440. {
  441. static const char* WALKING_ANI = "Models/Jack_Walk.ani";
  442. using namespace CrowdAgentReposition;
  443. Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
  444. CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
  445. Vector3 velocity = eventData[P_VELOCITY].GetVector3();
  446. float timeStep = eventData[P_TIMESTEP].GetFloat();
  447. // Only Jack agent has animation controller
  448. AnimationController* animCtrl = node->GetComponent<AnimationController>();
  449. if (animCtrl)
  450. {
  451. float speed = velocity.Length();
  452. if (animCtrl->IsPlaying(WALKING_ANI))
  453. {
  454. float speedRatio = speed / agent->GetMaxSpeed();
  455. // Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
  456. node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
  457. // Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
  458. animCtrl->SetSpeed(WALKING_ANI, speedRatio);
  459. }
  460. else
  461. animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
  462. // If speed is too low then stopping the animation
  463. if (speed < agent->GetRadius())
  464. animCtrl->Stop(WALKING_ANI, 0.8f);
  465. }
  466. }
  467. void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
  468. {
  469. using namespace CrowdAgentFormation;
  470. unsigned index = eventData[P_INDEX].GetUInt();
  471. unsigned size = eventData[P_SIZE].GetUInt();
  472. Vector3 position = eventData[P_POSITION].GetVector3();
  473. // The first agent will always move to the exact position, all other agents will select a random point nearby
  474. if (index)
  475. {
  476. CrowdManager* crowdManager = static_cast<CrowdManager*>(GetEventSender());
  477. CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
  478. eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
  479. }
  480. }