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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
- #include "Scripts/Utilities/Sample.as"
- Scene@ scene_;
- Node@ cameraNode;
- Vector3 startPos;
- Vector3 endPos;
- Array<Vector3> currentPath;
- float yaw = 0.0f;
- float pitch = 0.0f;
- bool drawDebug = false;
- bool startPosDefined = false;
- bool endPosDefined = false;
- void 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();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // 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.scale = Vector3(100.0f, 1.0f, 100.0f);
- StaticModel@ 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
- Node@ zoneNode = scene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
- zone.fogColor = Color(0.5f, 0.5f, 0.7f);
- zone.fogStart = 100.0f;
- zone.fogEnd = 300.0f;
- // Create a directional light to the world. Enable cascaded shadows on it
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.castShadows = true;
- light.shadowBias = 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.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- // Create some mushrooms
- const uint NUM_MUSHROOMS = 100;
- for (uint 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. Occluders will be software rasterized before
- // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
- const uint NUM_BOXES = 20;
- for (uint i = 0; i < NUM_BOXES; ++i)
- {
- Node@ boxNode = scene_.CreateChild("Box");
- float size = 1.0f + Random(10.0f);
- boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
- boxNode.SetScale(size);
- StaticModel@ 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 >= 3.0f)
- boxObject.occluder = true;
- }
-
- // Create a NavigationMesh component to the scene root
- NavigationMesh@ 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(0.0f, 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");
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 300.0f;
-
- // Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
- }
- void 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
- XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
- Cursor@ cursor = Cursor();
- 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
- Text@ 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);
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void 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");
- }
- void MoveCamera(float timeStep)
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT];
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- 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.cursor.visible)
- {
- IntVector2 mouseMove = input.mouseMove;
- 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.rotation = Quaternion(pitch, yaw, 0.0f);
- }
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown['W'])
- cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['S'])
- cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['A'])
- cameraNode.TranslateRelative(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['D'])
- cameraNode.TranslateRelative(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- // Set route start/endpoint with left mouse button, recalculate route if applicable
- if (input.mouseButtonPress[MOUSEB_LEFT])
- SetPathPoint();
- // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
- if (input.mouseButtonPress[MOUSEB_MIDDLE])
- AddOrRemoveObject();
- // Toggle debug geometry with space
- if (input.keyPress[KEY_SPACE])
- drawDebug = !drawDebug;
- }
- void SetPathPoint()
- {
- Vector3 hitPos;
- Drawable@ hitDrawable;
-
- if (Raycast(250.0f, hitPos, hitDrawable))
- {
- bool setStart = input.qualifierDown[QUAL_SHIFT];
- if (setStart)
- {
- startPos = hitPos;
- startPosDefined = true;
- }
- else
- {
- endPos = hitPos;
- endPosDefined = true;
- }
-
- RecalculatePath();
- }
- }
- void 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 (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.node;
- if (hitNode.name == "Mushroom")
- {
- updateBox = hitDrawable.worldBoundingBox;
- hitNode.Remove();
- }
- else
- {
- Node@ newNode = CreateMushroom(hitPos);
- StaticModel@ newObject = newNode.GetComponent("StaticModel");
- updateBox = newObject.worldBoundingBox;
- }
-
- // Rebuild part of the navigation mesh, then recalculate path if applicable
- NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
- navMesh.Build(updateBox);
- RecalculatePath();
- }
- }
- Node@ CreateMushroom(const Vector3& pos)
- {
- Node@ mushroomNode = scene_.CreateChild("Mushroom");
- mushroomNode.position = pos;
- mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
- mushroomNode.SetScale(2.0f + Random(0.5f));
- StaticModel@ 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;
- }
- void RecalculatePath()
- {
- if (!startPosDefined || !endPosDefined)
- return;
- NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
- currentPath = navMesh.FindPath(startPos, endPos);
- }
- bool Raycast(float maxDistance, Vector3& hitPos, Drawable@& hitDrawable)
- {
- hitDrawable = null;
- IntVector2 pos = ui.cursorPosition;
- // Check the cursor is visible and there is no UI element in front of the cursor
- if (!ui.cursor.visible || ui.GetElementAt(pos, true) !is null)
- return false;
- Camera@ camera = cameraNode.GetComponent("Camera");
- Ray cameraRay = camera.GetScreenRay(float(pos.x) / graphics.width, float(pos.y) / graphics.height);
- // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- // Note the convenience accessor to scene's Octree component
- RayQueryResult result = scene_.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
- if (result.drawable !is null)
- {
- hitPos = result.position;
- hitDrawable = result.drawable;
- return true;
- }
- return false;
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- // If draw debug mode is enabled, draw navigation mesh debug geometry
- if (drawDebug)
- {
- NavigationMesh@ navMesh = scene_.GetComponent("NavigationMesh");
- navMesh.DrawDebugGeometry(true);
- }
- // Visualize the start and end points and the last calculated path
- // Note the convenience accessor to the DebugRenderer component
- DebugRenderer@ debug = scene_.debugRenderer;
- if (startPosDefined)
- 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));
- if (endPosDefined)
- 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));
- if (currentPath.length > 1)
- {
- // 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);
- for (uint i = 0; i < currentPath.length - 1; ++i)
- debug.AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
- }
- }
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