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- -- Navigation example.
- -- This sample demonstrates:
- -- - Generating a navigation mesh into the scene
- -- - Performing path queries to the navigation mesh
- -- - Rebuilding the navigation mesh partially when adding or removing objects
- -- - Visualizing custom debug geometry
- require "LuaScripts/Utilities/Sample"
- local scene_ = nil
- local cameraNode = nil
- local startPos = nil
- local endPos = nil
- local currentPath = nil
- local yaw = 0.0
- local pitch = 0.0
- local drawDebug = false
- local startPosDefined = false
- local endPosDefined = false
- local context = GetContext()
- local cache = GetCache()
- local input = GetInput()
- local graphics = GetGraphics()
- local renderer = GetRenderer()
- local ui = GetUI()
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- 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()
- end
- function CreateScene()
- scene_ = 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
- local planeNode = scene_:CreateChild("Plane")
- planeNode.scale = Vector3(100.0, 1.0, 100.0)
- local planeObject = planeNode:CreateComponent("StaticModel")
- planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
- planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
-
- -- Create a Zone component for ambient lighting & fog control
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.15, 0.15, 0.15)
- zone.fogColor = Color(0.5, 0.5, 0.7)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a directional light to the world. Enable cascaded shadows on it
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.6, -1.0, 0.8)
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00025, 0.5)
- -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
- -- Create some mushrooms
- local NUM_MUSHROOMS = 100
- for i = 1, NUM_MUSHROOMS do
- CreateMushroom(Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0))
- end
-
- -- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
- -- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
- local NUM_BOXES = 20
- for i = 1, NUM_BOXES do
- local boxNode = scene_:CreateChild("Box")
- local size = 1.0 + Random(10.0)
- boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
- boxNode:SetScale(size)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
- boxObject.castShadows = true
- if size >= 3.0 then
- boxObject.occluder = true
- end
- end
-
- -- Create a NavigationMesh component to the scene root
- local navMesh = scene_:CreateComponent("NavigationMesh")
- -- 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.padding = Vector3(0.0, 10.0, 0.0)
- -- 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")
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
-
- -- Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0, 5.0, 0.0)
- end
- function CreateUI()
- -- 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
- local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
- local cursor = Cursor:new(context)
- cursor:SetStyleAuto(style)
- ui.cursor = cursor
- -- Set starting position of the cursor at the rendering window center
- cursor:SetPosition(graphics.width / 2, graphics.height / 2)
-
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText.text = "Use WASD keys to move, RMB to rotate view\n"..
- "Shift+LMB to set path start, LMB to set path end\n"..
- "MMB to add or remove obstacles\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.textAlignment = HA_CENTER
- -- Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER
- instructionText.verticalAlignment = VA_CENTER
- instructionText:SetPosition(0, ui.root.height / 4)
- end
- function SetupViewport()
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
- -- debug geometry
- SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
- end
- function MoveCamera(timeStep)
- -- Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = not input:GetMouseButtonDown(MOUSEB_RIGHT)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
-
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
-
- -- 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 not ui.cursor.visible then
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- end
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- -- Set route start/endpoint with left mouse button, recalculate route if applicable
- if input:GetMouseButtonPress(MOUSEB_LEFT) then
- SetPathPoint()
- end
- -- Add or remove objects with middle mouse button, then rebuild navigation mesh partially
- if input:GetMouseButtonPress(MOUSEB_MIDDLE) then
- AddOrRemoveObject()
- end
- -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- end
- end
- function SetPathPoint()
- local result, hitPos, hitDrawable = Raycast(250.0)
- if result then
- local setStart = input:GetQualifierDown(QUAL_SHIFT)
- if setStart then
- startPos = hitPos
- startPosDefined = true
- else
- endPos = hitPos
- endPosDefined = true
- end
-
- RecalculatePath()
- end
- end
- function AddOrRemoveObject()
- -- Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
- local result, hitPos, hitDrawable = Raycast(250.0)
- if result then
- -- The part of the navigation mesh we must update, which is the world bounding box of the associated
- -- drawable component
- local updateBox = nil
-
- local hitNode = hitDrawable:GetNode()
- if hitNode.name == "Mushroom" then
- updateBox = hitDrawable.worldBoundingBox
- hitNode:Remove()
- else
- local newNode = CreateMushroom(hitPos)
- local newObject = newNode:GetComponent("StaticModel")
- updateBox = newObject.worldBoundingBox
- end
-
- -- Rebuild part of the navigation mesh, then recalculate path if applicable
- local navMesh = scene_:GetComponent("NavigationMesh")
- navMesh:Build(updateBox)
- RecalculatePath()
- end
- end
- function CreateMushroom(pos)
- local mushroomNode = scene_:CreateChild("Mushroom")
- mushroomNode.position = pos
- mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
- mushroomNode:SetScale(2.0 + Random(0.5))
- local mushroomObject = mushroomNode:CreateComponent("StaticModel")
- mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
- mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
- mushroomObject.castShadows = true
- return mushroomNode
- end
- function RecalculatePath()
- if not startPosDefined or not endPosDefined then
- return
- end
- local navMesh = scene_:GetComponent("NavigationMesh")
- currentPath = navMesh:FindPath(startPos, endPos)
- end
- function Raycast(maxDistance)
- local hitPos = nil
- local hitDrawable = nil
- local pos = ui.cursorPosition
- -- Check the cursor is visible and there is no UI element in front of the cursor
- if (not ui.cursor.visible) or (ui:GetElementAt(pos, true) ~= nil) then
- return false, nil, nil
- end
- local camera = cameraNode:GetComponent("Camera")
- local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
- -- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- local octree = scene_:GetComponent("Octree")
- local result = octree:RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
- if result.drawable ~= nil then
- -- Calculate hit position in world space
- hitPos = cameraRay.origin + cameraRay.direction * result.distance
- hitDrawable = result.drawable
- return true, hitPos, hitDrawable
- end
-
- return false, nil, nil
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- end
- function HandlePostRenderUpdate(eventType, eventData)
- -- If draw debug mode is enabled, draw navigation mesh debug geometry
- if drawDebug then
- local navMesh = scene_:GetComponent("NavigationMesh")
- navMesh:DrawDebugGeometry(true)
- end
-
- -- Visualize the start and end points and the last calculated path
- -- Note the convenience accessor to the DebugRenderer component
- local debug = scene_:GetComponent("DebugRenderer")
- if startPosDefined then
- 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))
- end
-
- if endPosDefined then
- 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))
- end
-
- if currentPath ~= nil then
- -- Draw the path with a small upward bias so that it does not clip into the surfaces
- local bias = Vector3(0.0, 0.05, 0.0)
- local size = table.maxn(currentPath)
- for i = 1, size - 1 do
- debug:AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0, 1.0, 1.0))
- end
- end
- end
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