15_Navigation.lua 13 KB

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  1. -- Navigation example.
  2. -- This sample demonstrates:
  3. -- - Generating a navigation mesh into the scene
  4. -- - Performing path queries to the navigation mesh
  5. -- - Rebuilding the navigation mesh partially when adding or removing objects
  6. -- - Visualizing custom debug geometry
  7. require "LuaScripts/Utilities/Sample"
  8. local scene_ = nil
  9. local cameraNode = nil
  10. local startPos = nil
  11. local endPos = nil
  12. local currentPath = nil
  13. local yaw = 0.0
  14. local pitch = 0.0
  15. local drawDebug = false
  16. local startPosDefined = false
  17. local endPosDefined = false
  18. local context = GetContext()
  19. local cache = GetCache()
  20. local input = GetInput()
  21. local graphics = GetGraphics()
  22. local renderer = GetRenderer()
  23. local ui = GetUI()
  24. function Start()
  25. -- Execute the common startup for samples
  26. SampleStart()
  27. -- Create the scene content
  28. CreateScene()
  29. -- Create the UI content
  30. CreateUI()
  31. -- Setup the viewport for displaying the scene
  32. SetupViewport()
  33. -- Hook up to the frame update and render post-update events
  34. SubscribeToEvents()
  35. end
  36. function CreateScene()
  37. scene_ = Scene(context)
  38. -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  39. -- Also create a DebugRenderer component so that we can draw debug geometry
  40. scene_:CreateComponent("Octree")
  41. scene_:CreateComponent("DebugRenderer")
  42. -- Create scene node & StaticModel component for showing a static plane
  43. local planeNode = scene_:CreateChild("Plane")
  44. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  45. local planeObject = planeNode:CreateComponent("StaticModel")
  46. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  47. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  48. -- Create a Zone component for ambient lighting & fog control
  49. local zoneNode = scene_:CreateChild("Zone")
  50. local zone = zoneNode:CreateComponent("Zone")
  51. zone.boundingBox = BoundingBox(-1000.0, 1000.0)
  52. zone.ambientColor = Color(0.15, 0.15, 0.15)
  53. zone.fogColor = Color(0.5, 0.5, 0.7)
  54. zone.fogStart = 100.0
  55. zone.fogEnd = 300.0
  56. -- Create a directional light to the world. Enable cascaded shadows on it
  57. local lightNode = scene_:CreateChild("DirectionalLight")
  58. lightNode.direction = Vector3(0.6, -1.0, 0.8)
  59. local light = lightNode:CreateComponent("Light")
  60. light.lightType = LIGHT_DIRECTIONAL
  61. light.castShadows = true
  62. light.shadowBias = BiasParameters(0.00025, 0.5)
  63. -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  64. light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
  65. -- Create some mushrooms
  66. local NUM_MUSHROOMS = 100
  67. for i = 1, NUM_MUSHROOMS do
  68. CreateMushroom(Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0))
  69. end
  70. -- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
  71. -- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
  72. local NUM_BOXES = 20
  73. for i = 1, NUM_BOXES do
  74. local boxNode = scene_:CreateChild("Box")
  75. local size = 1.0 + Random(10.0)
  76. boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
  77. boxNode:SetScale(size)
  78. local boxObject = boxNode:CreateComponent("StaticModel")
  79. boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
  80. boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
  81. boxObject.castShadows = true
  82. if size >= 3.0 then
  83. boxObject.occluder = true
  84. end
  85. end
  86. -- Create a NavigationMesh component to the scene root
  87. local navMesh = scene_:CreateComponent("NavigationMesh")
  88. -- Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  89. -- navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  90. scene_:CreateComponent("Navigable")
  91. -- Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  92. -- in the scene and still update the mesh correctly
  93. navMesh.padding = Vector3(0.0, 10.0, 0.0)
  94. -- Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  95. -- physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  96. -- it will use renderable geometry instead
  97. navMesh:Build()
  98. -- Create the camera. Limit far clip distance to match the fog
  99. cameraNode = scene_:CreateChild("Camera")
  100. local camera = cameraNode:CreateComponent("Camera")
  101. camera.farClip = 300.0
  102. -- Set an initial position for the camera scene node above the plane
  103. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  104. end
  105. function CreateUI()
  106. -- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  107. -- control the camera, and when visible, it will point the raycast target
  108. local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
  109. local cursor = Cursor:new(context)
  110. cursor:SetStyleAuto(style)
  111. ui.cursor = cursor
  112. -- Set starting position of the cursor at the rendering window center
  113. cursor:SetPosition(graphics.width / 2, graphics.height / 2)
  114. -- Construct new Text object, set string to display and font to use
  115. local instructionText = ui.root:CreateChild("Text")
  116. instructionText.text = "Use WASD keys to move, RMB to rotate view\n"..
  117. "Shift+LMB to set path start, LMB to set path end\n"..
  118. "MMB to add or remove obstacles\n"..
  119. "Space to toggle debug geometry"
  120. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  121. -- The text has multiple rows. Center them in relation to each other
  122. instructionText.textAlignment = HA_CENTER
  123. -- Position the text relative to the screen center
  124. instructionText.horizontalAlignment = HA_CENTER
  125. instructionText.verticalAlignment = VA_CENTER
  126. instructionText:SetPosition(0, ui.root.height / 4)
  127. end
  128. function SetupViewport()
  129. -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  130. local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
  131. renderer:SetViewport(0, viewport)
  132. end
  133. function SubscribeToEvents()
  134. -- Subscribe HandleUpdate() function for processing update events
  135. SubscribeToEvent("Update", "HandleUpdate")
  136. -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  137. -- debug geometry
  138. SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
  139. end
  140. function MoveCamera(timeStep)
  141. -- Right mouse button controls mouse cursor visibility: hide when pressed
  142. ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
  143. -- Do not move if the UI has a focused element (the console)
  144. if ui.focusElement ~= nil then
  145. return
  146. end
  147. -- Movement speed as world units per second
  148. local MOVE_SPEED = 20.0
  149. -- Mouse sensitivity as degrees per pixel
  150. local MOUSE_SENSITIVITY = 0.1
  151. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  152. -- Only move the camera when the cursor is hidden
  153. if not ui.cursor.visible then
  154. local mouseMove = input.mouseMove
  155. yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
  156. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  157. pitch = Clamp(pitch, -90.0, 90.0)
  158. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  159. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  160. end
  161. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  162. if input:GetKeyDown(KEY_W) then
  163. cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  164. end
  165. if input:GetKeyDown(KEY_S) then
  166. cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  167. end
  168. if input:GetKeyDown(KEY_A) then
  169. cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  170. end
  171. if input:GetKeyDown(KEY_D) then
  172. cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  173. end
  174. -- Set route start/endpoint with left mouse button, recalculate route if applicable
  175. if input:GetMouseButtonPress(MOUSEB_LEFT) then
  176. SetPathPoint()
  177. end
  178. -- Add or remove objects with middle mouse button, then rebuild navigation mesh partially
  179. if input:GetMouseButtonPress(MOUSEB_MIDDLE) then
  180. AddOrRemoveObject()
  181. end
  182. -- Toggle debug geometry with space
  183. if input:GetKeyPress(KEY_SPACE) then
  184. drawDebug = not drawDebug
  185. end
  186. end
  187. function SetPathPoint()
  188. local result, hitPos, hitDrawable = Raycast(250.0)
  189. if result then
  190. local setStart = input:GetQualifierDown(QUAL_SHIFT)
  191. if setStart then
  192. startPos = hitPos
  193. startPosDefined = true
  194. else
  195. endPos = hitPos
  196. endPosDefined = true
  197. end
  198. RecalculatePath()
  199. end
  200. end
  201. function AddOrRemoveObject()
  202. -- Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  203. local result, hitPos, hitDrawable = Raycast(250.0)
  204. if result then
  205. -- The part of the navigation mesh we must update, which is the world bounding box of the associated
  206. -- drawable component
  207. local updateBox = nil
  208. local hitNode = hitDrawable:GetNode()
  209. if hitNode.name == "Mushroom" then
  210. updateBox = hitDrawable.worldBoundingBox
  211. hitNode:Remove()
  212. else
  213. local newNode = CreateMushroom(hitPos)
  214. local newObject = newNode:GetComponent("StaticModel")
  215. updateBox = newObject.worldBoundingBox
  216. end
  217. -- Rebuild part of the navigation mesh, then recalculate path if applicable
  218. local navMesh = scene_:GetComponent("NavigationMesh")
  219. navMesh:Build(updateBox)
  220. RecalculatePath()
  221. end
  222. end
  223. function CreateMushroom(pos)
  224. local mushroomNode = scene_:CreateChild("Mushroom")
  225. mushroomNode.position = pos
  226. mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  227. mushroomNode:SetScale(2.0 + Random(0.5))
  228. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  229. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  230. mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
  231. mushroomObject.castShadows = true
  232. return mushroomNode
  233. end
  234. function RecalculatePath()
  235. if not startPosDefined or not endPosDefined then
  236. return
  237. end
  238. local navMesh = scene_:GetComponent("NavigationMesh")
  239. currentPath = navMesh:FindPath(startPos, endPos)
  240. end
  241. function Raycast(maxDistance)
  242. local hitPos = nil
  243. local hitDrawable = nil
  244. local pos = ui.cursorPosition
  245. -- Check the cursor is visible and there is no UI element in front of the cursor
  246. if (not ui.cursor.visible) or (ui:GetElementAt(pos, true) ~= nil) then
  247. return false, nil, nil
  248. end
  249. local camera = cameraNode:GetComponent("Camera")
  250. local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
  251. -- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  252. local octree = scene_:GetComponent("Octree")
  253. local result = octree:RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
  254. if result.drawable ~= nil then
  255. -- Calculate hit position in world space
  256. hitPos = cameraRay.origin + cameraRay.direction * result.distance
  257. hitDrawable = result.drawable
  258. return true, hitPos, hitDrawable
  259. end
  260. return false, nil, nil
  261. end
  262. function HandleUpdate(eventType, eventData)
  263. -- Take the frame time step, which is stored as a float
  264. local timeStep = eventData:GetFloat("TimeStep")
  265. -- Move the camera, scale movement with time step
  266. MoveCamera(timeStep)
  267. end
  268. function HandlePostRenderUpdate(eventType, eventData)
  269. -- If draw debug mode is enabled, draw navigation mesh debug geometry
  270. if drawDebug then
  271. local navMesh = scene_:GetComponent("NavigationMesh")
  272. navMesh:DrawDebugGeometry(true)
  273. end
  274. -- Visualize the start and end points and the last calculated path
  275. -- Note the convenience accessor to the DebugRenderer component
  276. local debug = scene_:GetComponent("DebugRenderer")
  277. if startPosDefined then
  278. debug:AddBoundingBox(BoundingBox(startPos - Vector3(0.1, 0.1, 0.1), startPos + Vector3(0.1, 0.1, 0.1)), Color(1.0, 1.0, 1.0))
  279. end
  280. if endPosDefined then
  281. debug:AddBoundingBox(BoundingBox(endPos - Vector3(0.1, 0.1, 0.1), endPos + Vector3(0.1, 0.1, 0.1)), Color(1.0, 1.0, 1.0))
  282. end
  283. if currentPath ~= nil then
  284. -- Draw the path with a small upward bias so that it does not clip into the surfaces
  285. local bias = Vector3(0.0, 0.05, 0.0)
  286. local size = table.maxn(currentPath)
  287. for i = 1, size - 1 do
  288. debug:AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0, 1.0, 1.0))
  289. end
  290. end
  291. end