15_Navigation.as 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. #include "Scripts/Utilities/Sample.as"
  8. Scene@ scene_;
  9. Node@ cameraNode;
  10. Vector3 startPos;
  11. Vector3 endPos;
  12. Array<Vector3> currentPath;
  13. float yaw = 0.0f;
  14. float pitch = 0.0f;
  15. bool drawDebug = false;
  16. bool startPosDefined = false;
  17. bool endPosDefined = false;
  18. void Start()
  19. {
  20. // Execute the common startup for samples
  21. SampleStart();
  22. // Create the scene content
  23. CreateScene();
  24. // Create the UI content
  25. CreateUI();
  26. // Setup the viewport for displaying the scene
  27. SetupViewport();
  28. // Hook up to the frame update and render post-update events
  29. SubscribeToEvents();
  30. }
  31. void CreateScene()
  32. {
  33. scene_ = Scene();
  34. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  35. // Also create a DebugRenderer component so that we can draw debug geometry
  36. scene_.CreateComponent("Octree");
  37. scene_.CreateComponent("DebugRenderer");
  38. // Create scene node & StaticModel component for showing a static plane
  39. Node@ planeNode = scene_.CreateChild("Plane");
  40. planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
  41. StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
  42. planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
  43. planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
  44. // Create a Zone component for ambient lighting & fog control
  45. Node@ zoneNode = scene_.CreateChild("Zone");
  46. Zone@ zone = zoneNode.CreateComponent("Zone");
  47. zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
  48. zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
  49. zone.fogColor = Color(0.5f, 0.5f, 0.7f);
  50. zone.fogStart = 100.0f;
  51. zone.fogEnd = 300.0f;
  52. // Create a directional light to the world. Enable cascaded shadows on it
  53. Node@ lightNode = scene_.CreateChild("DirectionalLight");
  54. lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
  55. Light@ light = lightNode.CreateComponent("Light");
  56. light.lightType = LIGHT_DIRECTIONAL;
  57. light.castShadows = true;
  58. light.shadowBias = BiasParameters(0.00025f, 0.5f);
  59. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  60. light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
  61. // Create some mushrooms
  62. const uint NUM_MUSHROOMS = 100;
  63. for (uint i = 0; i < NUM_MUSHROOMS; ++i)
  64. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  65. // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
  66. // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
  67. const uint NUM_BOXES = 20;
  68. for (uint i = 0; i < NUM_BOXES; ++i)
  69. {
  70. Node@ boxNode = scene_.CreateChild("Box");
  71. float size = 1.0f + Random(10.0f);
  72. boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
  73. boxNode.SetScale(size);
  74. StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
  75. boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
  76. boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
  77. boxObject.castShadows = true;
  78. if (size >= 3.0f)
  79. boxObject.occluder = true;
  80. }
  81. // Create a NavigationMesh component to the scene root
  82. NavigationMesh@ navMesh = scene_.CreateComponent("NavigationMesh");
  83. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  84. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  85. scene_.CreateComponent("Navigable");
  86. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  87. // in the scene and still update the mesh correctly
  88. navMesh.padding = Vector3(0.0f, 10.0f, 0.0f);
  89. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  90. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  91. // it will use renderable geometry instead
  92. navMesh.Build();
  93. // Create the camera. Limit far clip distance to match the fog
  94. cameraNode = scene_.CreateChild("Camera");
  95. Camera@ camera = cameraNode.CreateComponent("Camera");
  96. camera.farClip = 300.0f;
  97. // Set an initial position for the camera scene node above the plane
  98. cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
  99. }
  100. void CreateUI()
  101. {
  102. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  103. // control the camera, and when visible, it will point the raycast target
  104. XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
  105. Cursor@ cursor = Cursor();
  106. cursor.SetStyleAuto(style);
  107. ui.cursor = cursor;
  108. // Set starting position of the cursor at the rendering window center
  109. cursor.SetPosition(graphics.width / 2, graphics.height / 2);
  110. // Construct new Text object, set string to display and font to use
  111. Text@ instructionText = ui.root.CreateChild("Text");
  112. instructionText.text =
  113. "Use WASD keys to move, RMB to rotate view\n"
  114. "Shift+LMB to set path start, LMB to set path end\n"
  115. "MMB to add or remove obstacles\n"
  116. "Space to toggle debug geometry";
  117. instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
  118. // The text has multiple rows. Center them in relation to each other
  119. instructionText.textAlignment = HA_CENTER;
  120. // Position the text relative to the screen center
  121. instructionText.horizontalAlignment = HA_CENTER;
  122. instructionText.verticalAlignment = VA_CENTER;
  123. instructionText.SetPosition(0, ui.root.height / 4);
  124. }
  125. void SetupViewport()
  126. {
  127. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  128. Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
  129. renderer.viewports[0] = viewport;
  130. }
  131. void SubscribeToEvents()
  132. {
  133. // Subscribe HandleUpdate() function for processing update events
  134. SubscribeToEvent("Update", "HandleUpdate");
  135. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  136. // debug geometry
  137. SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
  138. }
  139. void MoveCamera(float timeStep)
  140. {
  141. // Right mouse button controls mouse cursor visibility: hide when pressed
  142. ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT];
  143. // Do not move if the UI has a focused element (the console)
  144. if (ui.focusElement !is null)
  145. return;
  146. // Movement speed as world units per second
  147. const float MOVE_SPEED = 20.0f;
  148. // Mouse sensitivity as degrees per pixel
  149. const float MOUSE_SENSITIVITY = 0.1f;
  150. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  151. // Only move the camera when the cursor is hidden
  152. if (!ui.cursor.visible)
  153. {
  154. IntVector2 mouseMove = input.mouseMove;
  155. yaw += MOUSE_SENSITIVITY * mouseMove.x;
  156. pitch += MOUSE_SENSITIVITY * mouseMove.y;
  157. pitch = Clamp(pitch, -90.0f, 90.0f);
  158. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  159. cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
  160. }
  161. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  162. if (input.keyDown['W'])
  163. cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
  164. if (input.keyDown['S'])
  165. cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
  166. if (input.keyDown['A'])
  167. cameraNode.TranslateRelative(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  168. if (input.keyDown['D'])
  169. cameraNode.TranslateRelative(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  170. // Set route start/endpoint with left mouse button, recalculate route if applicable
  171. if (input.mouseButtonPress[MOUSEB_LEFT])
  172. SetPathPoint();
  173. // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
  174. if (input.mouseButtonPress[MOUSEB_MIDDLE])
  175. AddOrRemoveObject();
  176. // Toggle debug geometry with space
  177. if (input.keyPress[KEY_SPACE])
  178. drawDebug = !drawDebug;
  179. }
  180. void SetPathPoint()
  181. {
  182. Vector3 hitPos;
  183. Drawable@ hitDrawable;
  184. if (Raycast(250.0f, hitPos, hitDrawable))
  185. {
  186. bool setStart = input.qualifierDown[QUAL_SHIFT];
  187. if (setStart)
  188. {
  189. startPos = hitPos;
  190. startPosDefined = true;
  191. }
  192. else
  193. {
  194. endPos = hitPos;
  195. endPosDefined = true;
  196. }
  197. RecalculatePath();
  198. }
  199. }
  200. void AddOrRemoveObject()
  201. {
  202. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  203. Vector3 hitPos;
  204. Drawable@ hitDrawable;
  205. if (Raycast(250.0f, hitPos, hitDrawable))
  206. {
  207. // The part of the navigation mesh we must update, which is the world bounding box of the associated
  208. // drawable component
  209. BoundingBox updateBox;
  210. Node@ hitNode = hitDrawable.node;
  211. if (hitNode.name == "Mushroom")
  212. {
  213. updateBox = hitDrawable.worldBoundingBox;
  214. hitNode.Remove();
  215. }
  216. else
  217. {
  218. Node@ newNode = CreateMushroom(hitPos);
  219. StaticModel@ newObject = newNode.GetComponent("StaticModel");
  220. updateBox = newObject.worldBoundingBox;
  221. }
  222. // Rebuild part of the navigation mesh, then recalculate path if applicable
  223. NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
  224. navMesh.Build(updateBox);
  225. RecalculatePath();
  226. }
  227. }
  228. Node@ CreateMushroom(const Vector3& pos)
  229. {
  230. Node@ mushroomNode = scene_.CreateChild("Mushroom");
  231. mushroomNode.position = pos;
  232. mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
  233. mushroomNode.SetScale(2.0f + Random(0.5f));
  234. StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
  235. mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
  236. mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
  237. mushroomObject.castShadows = true;
  238. return mushroomNode;
  239. }
  240. void RecalculatePath()
  241. {
  242. if (!startPosDefined || !endPosDefined)
  243. return;
  244. NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
  245. currentPath = navMesh.FindPath(startPos, endPos);
  246. }
  247. bool Raycast(float maxDistance, Vector3& hitPos, Drawable@& hitDrawable)
  248. {
  249. hitDrawable = null;
  250. IntVector2 pos = ui.cursorPosition;
  251. // Check the cursor is visible and there is no UI element in front of the cursor
  252. if (!ui.cursor.visible || ui.GetElementAt(pos, true) !is null)
  253. return false;
  254. Camera@ camera = cameraNode.GetComponent("Camera");
  255. Ray cameraRay = camera.GetScreenRay(float(pos.x) / graphics.width, float(pos.y) / graphics.height);
  256. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  257. // Note the convenience accessor to scene's Octree component
  258. RayQueryResult result = scene_.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  259. if (result.drawable !is null)
  260. {
  261. hitPos = result.position;
  262. hitDrawable = result.drawable;
  263. return true;
  264. }
  265. return false;
  266. }
  267. void HandleUpdate(StringHash eventType, VariantMap& eventData)
  268. {
  269. // Take the frame time step, which is stored as a float
  270. float timeStep = eventData["TimeStep"].GetFloat();
  271. // Move the camera, scale movement with time step
  272. MoveCamera(timeStep);
  273. }
  274. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  275. {
  276. // If draw debug mode is enabled, draw navigation mesh debug geometry
  277. if (drawDebug)
  278. {
  279. NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
  280. navMesh.DrawDebugGeometry(true);
  281. }
  282. // Visualize the start and end points and the last calculated path
  283. // Note the convenience accessor to the DebugRenderer component
  284. DebugRenderer@ debug = scene_.debugRenderer;
  285. if (startPosDefined)
  286. debug.AddBoundingBox(BoundingBox(startPos - Vector3(0.1f, 0.1f, 0.1f), startPos + Vector3(0.1f, 0.1f, 0.1f)), Color(1.0f, 1.0f, 1.0f));
  287. if (endPosDefined)
  288. 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));
  289. if (currentPath.length > 1)
  290. {
  291. // Draw the path with a small upward bias so that it does not clip into the surfaces
  292. Vector3 bias(0.0f, 0.05f, 0.0f);
  293. for (uint i = 0; i < currentPath.length - 1; ++i)
  294. debug.AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
  295. }
  296. }