Navigation.cpp 17 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Urho3D.h>
  23. #include <Urho3D/Graphics/AnimatedModel.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Core/CoreEvents.h>
  26. #include <Urho3D/UI/Cursor.h>
  27. #include <Urho3D/Graphics/DebugRenderer.h>
  28. #include <Urho3D/Engine/Engine.h>
  29. #include <Urho3D/UI/Font.h>
  30. #include <Urho3D/Graphics/Graphics.h>
  31. #include <Urho3D/Input/Input.h>
  32. #include <Urho3D/Graphics/Light.h>
  33. #include <Urho3D/Graphics/Material.h>
  34. #include <Urho3D/Graphics/Model.h>
  35. #include <Urho3D/Navigation/Navigable.h>
  36. #include <Urho3D/Navigation/NavigationMesh.h>
  37. #include <Urho3D/Graphics/Octree.h>
  38. #include <Urho3D/Graphics/Renderer.h>
  39. #include <Urho3D/Resource/ResourceCache.h>
  40. #include <Urho3D/Scene/Scene.h>
  41. #include <Urho3D/Graphics/StaticModel.h>
  42. #include <Urho3D/UI/Text.h>
  43. #include <Urho3D/UI/UI.h>
  44. #include <Urho3D/Resource/XMLFile.h>
  45. #include <Urho3D/Graphics/Zone.h>
  46. #include "Navigation.h"
  47. #include <Urho3D/DebugNew.h>
  48. DEFINE_APPLICATION_MAIN(Navigation)
  49. Navigation::Navigation(Context* context) :
  50. Sample(context),
  51. drawDebug_(false)
  52. {
  53. }
  54. void Navigation::Start()
  55. {
  56. // Execute base class startup
  57. Sample::Start();
  58. // Create the scene content
  59. CreateScene();
  60. // Create the UI content
  61. CreateUI();
  62. // Setup the viewport for displaying the scene
  63. SetupViewport();
  64. // Hook up to the frame update and render post-update events
  65. SubscribeToEvents();
  66. }
  67. void Navigation::CreateScene()
  68. {
  69. ResourceCache* cache = GetSubsystem<ResourceCache>();
  70. scene_ = new Scene(context_);
  71. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  72. // Also create a DebugRenderer component so that we can draw debug geometry
  73. scene_->CreateComponent<Octree>();
  74. scene_->CreateComponent<DebugRenderer>();
  75. // Create scene node & StaticModel component for showing a static plane
  76. Node* planeNode = scene_->CreateChild("Plane");
  77. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  78. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  79. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  80. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  81. // Create a Zone component for ambient lighting & fog control
  82. Node* zoneNode = scene_->CreateChild("Zone");
  83. Zone* zone = zoneNode->CreateComponent<Zone>();
  84. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  85. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  86. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  87. zone->SetFogStart(100.0f);
  88. zone->SetFogEnd(300.0f);
  89. // Create a directional light to the world. Enable cascaded shadows on it
  90. Node* lightNode = scene_->CreateChild("DirectionalLight");
  91. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  92. Light* light = lightNode->CreateComponent<Light>();
  93. light->SetLightType(LIGHT_DIRECTIONAL);
  94. light->SetCastShadows(true);
  95. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  96. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  97. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  98. // Create some mushrooms
  99. const unsigned NUM_MUSHROOMS = 100;
  100. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  101. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  102. // Create randomly sized boxes. If boxes are big enough, make them occluders
  103. const unsigned NUM_BOXES = 20;
  104. for (unsigned i = 0; i < NUM_BOXES; ++i)
  105. {
  106. Node* boxNode = scene_->CreateChild("Box");
  107. float size = 1.0f + Random(10.0f);
  108. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  109. boxNode->SetScale(size);
  110. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  111. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  112. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  113. boxObject->SetCastShadows(true);
  114. if (size >= 3.0f)
  115. boxObject->SetOccluder(true);
  116. }
  117. // Create Jack node that will follow the path
  118. jackNode_ = scene_->CreateChild("Jack");
  119. jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f));
  120. AnimatedModel* modelObject = jackNode_->CreateComponent<AnimatedModel>();
  121. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  122. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  123. modelObject->SetCastShadows(true);
  124. // Create a NavigationMesh component to the scene root
  125. NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>();
  126. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  127. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  128. scene_->CreateComponent<Navigable>();
  129. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  130. // in the scene and still update the mesh correctly
  131. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  132. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  133. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  134. // it will use renderable geometry instead
  135. navMesh->Build();
  136. // Create the camera. Limit far clip distance to match the fog
  137. cameraNode_ = scene_->CreateChild("Camera");
  138. Camera* camera = cameraNode_->CreateComponent<Camera>();
  139. camera->SetFarClip(300.0f);
  140. // Set an initial position for the camera scene node above the plane
  141. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  142. }
  143. void Navigation::CreateUI()
  144. {
  145. ResourceCache* cache = GetSubsystem<ResourceCache>();
  146. UI* ui = GetSubsystem<UI>();
  147. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  148. // control the camera, and when visible, it will point the raycast target
  149. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  150. SharedPtr<Cursor> cursor(new Cursor(context_));
  151. cursor->SetStyleAuto(style);
  152. ui->SetCursor(cursor);
  153. // Set starting position of the cursor at the rendering window center
  154. Graphics* graphics = GetSubsystem<Graphics>();
  155. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  156. // Construct new Text object, set string to display and font to use
  157. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  158. instructionText->SetText(
  159. "Use WASD keys to move, RMB to rotate view\n"
  160. "LMB to set destination, SHIFT+LMB to teleport\n"
  161. "MMB to add or remove obstacles\n"
  162. "Space to toggle debug geometry"
  163. );
  164. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  165. // The text has multiple rows. Center them in relation to each other
  166. instructionText->SetTextAlignment(HA_CENTER);
  167. // Position the text relative to the screen center
  168. instructionText->SetHorizontalAlignment(HA_CENTER);
  169. instructionText->SetVerticalAlignment(VA_CENTER);
  170. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  171. }
  172. void Navigation::SetupViewport()
  173. {
  174. Renderer* renderer = GetSubsystem<Renderer>();
  175. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  176. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  177. renderer->SetViewport(0, viewport);
  178. }
  179. void Navigation::SubscribeToEvents()
  180. {
  181. // Subscribe HandleUpdate() function for processing update events
  182. SubscribeToEvent(E_UPDATE, HANDLER(Navigation, HandleUpdate));
  183. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  184. // debug geometry
  185. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Navigation, HandlePostRenderUpdate));
  186. }
  187. void Navigation::MoveCamera(float timeStep)
  188. {
  189. // Right mouse button controls mouse cursor visibility: hide when pressed
  190. UI* ui = GetSubsystem<UI>();
  191. Input* input = GetSubsystem<Input>();
  192. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  193. // Do not move if the UI has a focused element (the console)
  194. if (ui->GetFocusElement())
  195. return;
  196. // Movement speed as world units per second
  197. const float MOVE_SPEED = 20.0f;
  198. // Mouse sensitivity as degrees per pixel
  199. const float MOUSE_SENSITIVITY = 0.1f;
  200. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  201. // Only move the camera when the cursor is hidden
  202. if (!ui->GetCursor()->IsVisible())
  203. {
  204. IntVector2 mouseMove = input->GetMouseMove();
  205. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  206. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  207. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  208. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  209. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  210. }
  211. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  212. if (input->GetKeyDown('W'))
  213. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  214. if (input->GetKeyDown('S'))
  215. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  216. if (input->GetKeyDown('A'))
  217. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  218. if (input->GetKeyDown('D'))
  219. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  220. // Set destination or teleport with left mouse button
  221. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  222. SetPathPoint();
  223. // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
  224. if (input->GetMouseButtonPress(MOUSEB_MIDDLE))
  225. AddOrRemoveObject();
  226. // Toggle debug geometry with space
  227. if (input->GetKeyPress(KEY_SPACE))
  228. drawDebug_ = !drawDebug_;
  229. }
  230. void Navigation::SetPathPoint()
  231. {
  232. Vector3 hitPos;
  233. Drawable* hitDrawable;
  234. NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
  235. if (Raycast(250.0f, hitPos, hitDrawable))
  236. {
  237. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  238. if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
  239. {
  240. // Teleport
  241. currentPath_.Clear();
  242. jackNode_->LookAt(Vector3(pathPos.x_, jackNode_->GetPosition().y_, pathPos.z_), Vector3::UP);
  243. jackNode_->SetPosition(pathPos);
  244. }
  245. else
  246. {
  247. // Calculate path from Jack's current position to the end point
  248. endPos_ = pathPos;
  249. navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
  250. }
  251. }
  252. }
  253. void Navigation::AddOrRemoveObject()
  254. {
  255. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  256. Vector3 hitPos;
  257. Drawable* hitDrawable;
  258. if (Raycast(250.0f, hitPos, hitDrawable))
  259. {
  260. // The part of the navigation mesh we must update, which is the world bounding box of the associated
  261. // drawable component
  262. BoundingBox updateBox;
  263. Node* hitNode = hitDrawable->GetNode();
  264. if (hitNode->GetName() == "Mushroom")
  265. {
  266. updateBox = hitDrawable->GetWorldBoundingBox();
  267. hitNode->Remove();
  268. }
  269. else
  270. {
  271. Node* newNode = CreateMushroom(hitPos);
  272. updateBox = newNode->GetComponent<StaticModel>()->GetWorldBoundingBox();
  273. }
  274. // Rebuild part of the navigation mesh, then recalculate path if applicable
  275. NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
  276. navMesh->Build(updateBox);
  277. if (currentPath_.Size())
  278. navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
  279. }
  280. }
  281. Node* Navigation::CreateMushroom(const Vector3& pos)
  282. {
  283. ResourceCache* cache = GetSubsystem<ResourceCache>();
  284. Node* mushroomNode = scene_->CreateChild("Mushroom");
  285. mushroomNode->SetPosition(pos);
  286. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  287. mushroomNode->SetScale(2.0f + Random(0.5f));
  288. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  289. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  290. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  291. mushroomObject->SetCastShadows(true);
  292. return mushroomNode;
  293. }
  294. bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  295. {
  296. hitDrawable = 0;
  297. UI* ui = GetSubsystem<UI>();
  298. IntVector2 pos = ui->GetCursorPosition();
  299. // Check the cursor is visible and there is no UI element in front of the cursor
  300. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  301. return false;
  302. Graphics* graphics = GetSubsystem<Graphics>();
  303. Camera* camera = cameraNode_->GetComponent<Camera>();
  304. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  305. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  306. PODVector<RayQueryResult> results;
  307. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  308. scene_->GetComponent<Octree>()->RaycastSingle(query);
  309. if (results.Size())
  310. {
  311. RayQueryResult& result = results[0];
  312. hitPos = result.position_;
  313. hitDrawable = result.drawable_;
  314. return true;
  315. }
  316. return false;
  317. }
  318. void Navigation::FollowPath(float timeStep)
  319. {
  320. if (currentPath_.Size())
  321. {
  322. Vector3 nextWaypoint = currentPath_[0]; // NB: currentPath[0] is the next waypoint in order
  323. // Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
  324. float move = 5.0f * timeStep;
  325. float distance = (jackNode_->GetPosition() - nextWaypoint).Length();
  326. if (move > distance)
  327. move = distance;
  328. jackNode_->LookAt(nextWaypoint, Vector3::UP);
  329. jackNode_->Translate(Vector3::FORWARD * move);
  330. // Remove waypoint if reached it
  331. if (distance < 0.1f)
  332. currentPath_.Erase(0);
  333. }
  334. }
  335. void Navigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  336. {
  337. using namespace Update;
  338. // Take the frame time step, which is stored as a float
  339. float timeStep = eventData[P_TIMESTEP].GetFloat();
  340. // Move the camera, scale movement with time step
  341. MoveCamera(timeStep);
  342. // Make Jack follow the Detour path
  343. FollowPath(timeStep);
  344. }
  345. void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  346. {
  347. // If draw debug mode is enabled, draw navigation mesh debug geometry
  348. if (drawDebug_)
  349. scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
  350. if (currentPath_.Size())
  351. {
  352. // Visualize the current calculated path
  353. DebugRenderer* debug = scene_->GetComponent<DebugRenderer>();
  354. debug->AddBoundingBox(BoundingBox(endPos_ - Vector3(0.1f, 0.1f, 0.1f), endPos_ + Vector3(0.1f, 0.1f, 0.1f)),
  355. Color(1.0f, 1.0f, 1.0f));
  356. // Draw the path with a small upward bias so that it does not clip into the surfaces
  357. Vector3 bias(0.0f, 0.05f, 0.0f);
  358. debug->AddLine(jackNode_->GetPosition() + bias, currentPath_[0] + bias, Color(1.0f, 1.0f, 1.0f));
  359. if (currentPath_.Size() > 1)
  360. {
  361. for (unsigned i = 0; i < currentPath_.Size() - 1; ++i)
  362. debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
  363. }
  364. }
  365. }