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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/AnimatedModel.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/Navigable.h>
- #include <Urho3D/Navigation/NavigationMesh.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 "Navigation.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(Navigation)
- Navigation::Navigation(Context* context) :
- Sample(context),
- drawDebug_(false),
- useStreaming_(false),
- streamingDistance_(2)
- {
- }
- void Navigation::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_RELATIVE);
- }
- void Navigation::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 some mushrooms
- const unsigned NUM_MUSHROOMS = 100;
- for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
- CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
- // Create randomly sized boxes. If boxes are big enough, make them occluders
- const unsigned NUM_BOXES = 20;
- for (unsigned i = 0; i < NUM_BOXES; ++i)
- {
- Node* boxNode = scene_->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 Jack node that will follow the path
- jackNode_ = scene_->CreateChild("Jack");
- jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f));
- auto* modelObject = jackNode_->CreateComponent<AnimatedModel>();
- modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
- modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
- modelObject->SetCastShadows(true);
- // Create a NavigationMesh component to the scene root
- auto* navMesh = scene_->CreateComponent<NavigationMesh>();
- // Set small tiles to show navigation mesh streaming
- navMesh->SetTileSize(32);
- // 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 the camera. Limit far clip distance to match the fog
- cameraNode_ = scene_->CreateChild("Camera");
- 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 Navigation::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
- auto* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText(
- "Use WASD keys to move, RMB to rotate view\n"
- "LMB to set destination, SHIFT+LMB to teleport\n"
- "MMB or O key to add or remove obstacles\n"
- "Tab to toggle navigation mesh streaming\n"
- "Space to toggle debug geometry"
- );
- 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 Navigation::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 Navigation::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Navigation, HandleUpdate));
- // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
- // debug geometry
- SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Navigation, HandlePostRenderUpdate));
- }
- void Navigation::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 teleport with left mouse button
- if (input->GetMouseButtonPress(MOUSEB_LEFT))
- SetPathPoint();
- // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
- if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
- AddOrRemoveObject();
- // Toggle debug geometry with space
- if (input->GetKeyPress(KEY_SPACE))
- drawDebug_ = !drawDebug_;
- }
- void Navigation::SetPathPoint()
- {
- Vector3 hitPos;
- Drawable* hitDrawable;
- auto* navMesh = scene_->GetComponent<NavigationMesh>();
- if (Raycast(250.0f, hitPos, hitDrawable))
- {
- Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
- if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
- {
- // Teleport
- currentPath_.Clear();
- jackNode_->LookAt(Vector3(pathPos.x_, jackNode_->GetPosition().y_, pathPos.z_), Vector3::UP);
- jackNode_->SetPosition(pathPos);
- }
- else
- {
- // Calculate path from Jack's current position to the end point
- endPos_ = pathPos;
- navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
- }
- }
- }
- void Navigation::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 (!useStreaming_ && Raycast(250.0f, hitPos, hitDrawable))
- {
- // The part of the navigation mesh we must update, which is the world bounding box of the associated
- // drawable component
- BoundingBox updateBox;
- Node* hitNode = hitDrawable->GetNode();
- if (hitNode->GetName() == "Mushroom")
- {
- updateBox = hitDrawable->GetWorldBoundingBox();
- hitNode->Remove();
- }
- else
- {
- Node* newNode = CreateMushroom(hitPos);
- updateBox = newNode->GetComponent<StaticModel>()->GetWorldBoundingBox();
- }
- // Rebuild part of the navigation mesh, then recalculate path if applicable
- auto* navMesh = scene_->GetComponent<NavigationMesh>();
- navMesh->Build(updateBox);
- if (currentPath_.Size())
- navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
- }
- }
- Node* Navigation::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);
- return mushroomNode;
- }
- bool Navigation::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
- Vector<RayQueryResult> results;
- RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DrawableTypes::Geometry);
- scene_->GetComponent<Octree>()->RaycastSingle(query);
- if (results.Size())
- {
- RayQueryResult& result = results[0];
- hitPos = result.position_;
- hitDrawable = result.drawable_;
- return true;
- }
- return false;
- }
- void Navigation::FollowPath(float timeStep)
- {
- if (currentPath_.Size())
- {
- Vector3 nextWaypoint = currentPath_[0]; // NB: currentPath[0] is the next waypoint in order
- // Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
- float move = 5.0f * timeStep;
- float distance = (jackNode_->GetPosition() - nextWaypoint).Length();
- if (move > distance)
- move = distance;
- jackNode_->LookAt(nextWaypoint, Vector3::UP);
- jackNode_->Translate(Vector3::FORWARD * move);
- // Remove waypoint if reached it
- if (distance < 0.1f)
- currentPath_.Erase(0);
- }
- }
- void Navigation::ToggleStreaming(bool enabled)
- {
- auto* navMesh = scene_->GetComponent<NavigationMesh>();
- if (enabled)
- {
- int maxTiles = (2 * streamingDistance_ + 1) * (2 * streamingDistance_ + 1);
- BoundingBox boundingBox = navMesh->GetBoundingBox();
- SaveNavigationData();
- navMesh->Allocate(boundingBox, maxTiles);
- }
- else
- navMesh->Build();
- }
- void Navigation::UpdateStreaming()
- {
- // Center the navigation mesh at the jack
- auto* navMesh = scene_->GetComponent<NavigationMesh>();
- const IntVector2 jackTile = navMesh->GetTileIndex(jackNode_->GetWorldPosition());
- 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 Navigation::SaveNavigationData()
- {
- auto* navMesh = scene_->GetComponent<NavigationMesh>();
- 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 Navigation::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);
- // Make Jack follow the Detour path
- FollowPath(timeStep);
- // Update streaming
- auto* input = GetSubsystem<Input>();
- if (input->GetKeyPress(KEY_TAB))
- {
- useStreaming_ = !useStreaming_;
- ToggleStreaming(useStreaming_);
- }
- if (useStreaming_)
- UpdateStreaming();
- }
- void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- // If draw debug mode is enabled, draw navigation mesh debug geometry
- if (drawDebug_)
- scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
- if (currentPath_.Size())
- {
- // Visualize the current calculated path
- auto* debug = scene_->GetComponent<DebugRenderer>();
- debug->AddBoundingBox(BoundingBox(endPos_ - Vector3(0.1f, 0.1f, 0.1f), endPos_ + Vector3(0.1f, 0.1f, 0.1f)),
- Color(1.0f, 1.0f, 1.0f));
- // Draw the path with a small upward bias so that it does not clip into the surfaces
- Vector3 bias(0.0f, 0.05f, 0.0f);
- debug->AddLine(jackNode_->GetPosition() + bias, currentPath_[0] + bias, Color(1.0f, 1.0f, 1.0f));
- if (currentPath_.Size() > 1)
- {
- for (i32 i = 0; i < currentPath_.Size() - 1; ++i)
- debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
- }
- }
- }
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