Navigation.cpp 17 KB

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  1. //
  2. // Copyright (c) 2008-2017 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/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/AnimatedModel.h>
  25. #include <Urho3D/Graphics/Camera.h>
  26. #include <Urho3D/Graphics/DebugRenderer.h>
  27. #include <Urho3D/Graphics/Graphics.h>
  28. #include <Urho3D/Graphics/Light.h>
  29. #include <Urho3D/Graphics/Material.h>
  30. #include <Urho3D/Graphics/Octree.h>
  31. #include <Urho3D/Graphics/Renderer.h>
  32. #include <Urho3D/Graphics/Zone.h>
  33. #include <Urho3D/Input/Input.h>
  34. #include <Urho3D/Navigation/Navigable.h>
  35. #include <Urho3D/Navigation/NavigationMesh.h>
  36. #include <Urho3D/Resource/ResourceCache.h>
  37. #include <Urho3D/Scene/Scene.h>
  38. #include <Urho3D/UI/Font.h>
  39. #include <Urho3D/UI/Text.h>
  40. #include <Urho3D/UI/UI.h>
  41. #include "Navigation.h"
  42. #include <Urho3D/DebugNew.h>
  43. URHO3D_DEFINE_APPLICATION_MAIN(Navigation)
  44. Navigation::Navigation(Context* context) :
  45. Sample(context),
  46. drawDebug_(false)
  47. {
  48. }
  49. void Navigation::Start()
  50. {
  51. // Execute base class startup
  52. Sample::Start();
  53. // Create the scene content
  54. CreateScene();
  55. // Create the UI content
  56. CreateUI();
  57. // Setup the viewport for displaying the scene
  58. SetupViewport();
  59. // Hook up to the frame update and render post-update events
  60. SubscribeToEvents();
  61. // Set the mouse mode to use in the sample
  62. Sample::InitMouseMode(MM_RELATIVE);
  63. }
  64. void Navigation::CreateScene()
  65. {
  66. ResourceCache* cache = GetSubsystem<ResourceCache>();
  67. scene_ = new Scene(context_);
  68. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  69. // Also create a DebugRenderer component so that we can draw debug geometry
  70. scene_->CreateComponent<Octree>();
  71. scene_->CreateComponent<DebugRenderer>();
  72. // Create scene node & StaticModel component for showing a static plane
  73. Node* planeNode = scene_->CreateChild("Plane");
  74. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  75. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  76. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  77. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  78. // Create a Zone component for ambient lighting & fog control
  79. Node* zoneNode = scene_->CreateChild("Zone");
  80. Zone* zone = zoneNode->CreateComponent<Zone>();
  81. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  82. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  83. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  84. zone->SetFogStart(100.0f);
  85. zone->SetFogEnd(300.0f);
  86. // Create a directional light to the world. Enable cascaded shadows on it
  87. Node* lightNode = scene_->CreateChild("DirectionalLight");
  88. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  89. Light* light = lightNode->CreateComponent<Light>();
  90. light->SetLightType(LIGHT_DIRECTIONAL);
  91. light->SetCastShadows(true);
  92. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  93. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  94. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  95. // Create some mushrooms
  96. const unsigned NUM_MUSHROOMS = 100;
  97. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  98. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  99. // Create randomly sized boxes. If boxes are big enough, make them occluders
  100. const unsigned NUM_BOXES = 20;
  101. for (unsigned i = 0; i < NUM_BOXES; ++i)
  102. {
  103. Node* boxNode = scene_->CreateChild("Box");
  104. float size = 1.0f + Random(10.0f);
  105. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  106. boxNode->SetScale(size);
  107. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  108. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  109. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  110. boxObject->SetCastShadows(true);
  111. if (size >= 3.0f)
  112. boxObject->SetOccluder(true);
  113. }
  114. // Create Jack node that will follow the path
  115. jackNode_ = scene_->CreateChild("Jack");
  116. jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f));
  117. AnimatedModel* modelObject = jackNode_->CreateComponent<AnimatedModel>();
  118. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  119. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  120. modelObject->SetCastShadows(true);
  121. // Create a NavigationMesh component to the scene root
  122. NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>();
  123. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  124. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  125. scene_->CreateComponent<Navigable>();
  126. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  127. // in the scene and still update the mesh correctly
  128. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  129. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  130. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  131. // it will use renderable geometry instead
  132. navMesh->Build();
  133. // Create the camera. Limit far clip distance to match the fog
  134. cameraNode_ = scene_->CreateChild("Camera");
  135. Camera* camera = cameraNode_->CreateComponent<Camera>();
  136. camera->SetFarClip(300.0f);
  137. // Set an initial position for the camera scene node above the plane and looking down
  138. cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
  139. pitch_ = 80.0f;
  140. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  141. }
  142. void Navigation::CreateUI()
  143. {
  144. ResourceCache* cache = GetSubsystem<ResourceCache>();
  145. UI* ui = GetSubsystem<UI>();
  146. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  147. // control the camera, and when visible, it will point the raycast target
  148. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  149. SharedPtr<Cursor> cursor(new Cursor(context_));
  150. cursor->SetStyleAuto(style);
  151. ui->SetCursor(cursor);
  152. // Set starting position of the cursor at the rendering window center
  153. Graphics* graphics = GetSubsystem<Graphics>();
  154. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  155. // Construct new Text object, set string to display and font to use
  156. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  157. instructionText->SetText(
  158. "Use WASD keys to move, RMB to rotate view\n"
  159. "LMB to set destination, SHIFT+LMB to teleport\n"
  160. "MMB or O key to add or remove obstacles\n"
  161. "Space to toggle debug geometry"
  162. );
  163. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  164. // The text has multiple rows. Center them in relation to each other
  165. instructionText->SetTextAlignment(HA_CENTER);
  166. // Position the text relative to the screen center
  167. instructionText->SetHorizontalAlignment(HA_CENTER);
  168. instructionText->SetVerticalAlignment(VA_CENTER);
  169. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  170. }
  171. void Navigation::SetupViewport()
  172. {
  173. Renderer* renderer = GetSubsystem<Renderer>();
  174. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  175. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  176. renderer->SetViewport(0, viewport);
  177. }
  178. void Navigation::SubscribeToEvents()
  179. {
  180. // Subscribe HandleUpdate() function for processing update events
  181. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Navigation, HandleUpdate));
  182. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  183. // debug geometry
  184. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Navigation, HandlePostRenderUpdate));
  185. }
  186. void Navigation::MoveCamera(float timeStep)
  187. {
  188. // Right mouse button controls mouse cursor visibility: hide when pressed
  189. UI* ui = GetSubsystem<UI>();
  190. Input* input = GetSubsystem<Input>();
  191. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  192. // Do not move if the UI has a focused element (the console)
  193. if (ui->GetFocusElement())
  194. return;
  195. // Movement speed as world units per second
  196. const float MOVE_SPEED = 20.0f;
  197. // Mouse sensitivity as degrees per pixel
  198. const float MOUSE_SENSITIVITY = 0.1f;
  199. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  200. // Only move the camera when the cursor is hidden
  201. if (!ui->GetCursor()->IsVisible())
  202. {
  203. IntVector2 mouseMove = input->GetMouseMove();
  204. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  205. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  206. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  207. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  208. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  209. }
  210. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  211. if (input->GetKeyDown(KEY_W))
  212. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  213. if (input->GetKeyDown(KEY_S))
  214. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  215. if (input->GetKeyDown(KEY_A))
  216. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  217. if (input->GetKeyDown(KEY_D))
  218. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  219. // Set destination or teleport with left mouse button
  220. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  221. SetPathPoint();
  222. // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
  223. if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
  224. AddOrRemoveObject();
  225. // Toggle debug geometry with space
  226. if (input->GetKeyPress(KEY_SPACE))
  227. drawDebug_ = !drawDebug_;
  228. }
  229. void Navigation::SetPathPoint()
  230. {
  231. Vector3 hitPos;
  232. Drawable* hitDrawable;
  233. NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
  234. if (Raycast(250.0f, hitPos, hitDrawable))
  235. {
  236. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  237. if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
  238. {
  239. // Teleport
  240. currentPath_.Clear();
  241. jackNode_->LookAt(Vector3(pathPos.x_, jackNode_->GetPosition().y_, pathPos.z_), Vector3::UP);
  242. jackNode_->SetPosition(pathPos);
  243. }
  244. else
  245. {
  246. // Calculate path from Jack's current position to the end point
  247. endPos_ = pathPos;
  248. navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
  249. }
  250. }
  251. }
  252. void Navigation::AddOrRemoveObject()
  253. {
  254. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  255. Vector3 hitPos;
  256. Drawable* hitDrawable;
  257. if (Raycast(250.0f, hitPos, hitDrawable))
  258. {
  259. // The part of the navigation mesh we must update, which is the world bounding box of the associated
  260. // drawable component
  261. BoundingBox updateBox;
  262. Node* hitNode = hitDrawable->GetNode();
  263. if (hitNode->GetName() == "Mushroom")
  264. {
  265. updateBox = hitDrawable->GetWorldBoundingBox();
  266. hitNode->Remove();
  267. }
  268. else
  269. {
  270. Node* newNode = CreateMushroom(hitPos);
  271. updateBox = newNode->GetComponent<StaticModel>()->GetWorldBoundingBox();
  272. }
  273. // Rebuild part of the navigation mesh, then recalculate path if applicable
  274. NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
  275. navMesh->Build(updateBox);
  276. if (currentPath_.Size())
  277. navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
  278. }
  279. }
  280. Node* Navigation::CreateMushroom(const Vector3& pos)
  281. {
  282. ResourceCache* cache = GetSubsystem<ResourceCache>();
  283. Node* mushroomNode = scene_->CreateChild("Mushroom");
  284. mushroomNode->SetPosition(pos);
  285. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  286. mushroomNode->SetScale(2.0f + Random(0.5f));
  287. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  288. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  289. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  290. mushroomObject->SetCastShadows(true);
  291. return mushroomNode;
  292. }
  293. bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  294. {
  295. hitDrawable = 0;
  296. UI* ui = GetSubsystem<UI>();
  297. IntVector2 pos = ui->GetCursorPosition();
  298. // Check the cursor is visible and there is no UI element in front of the cursor
  299. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  300. return false;
  301. Graphics* graphics = GetSubsystem<Graphics>();
  302. Camera* camera = cameraNode_->GetComponent<Camera>();
  303. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  304. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  305. PODVector<RayQueryResult> results;
  306. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  307. scene_->GetComponent<Octree>()->RaycastSingle(query);
  308. if (results.Size())
  309. {
  310. RayQueryResult& result = results[0];
  311. hitPos = result.position_;
  312. hitDrawable = result.drawable_;
  313. return true;
  314. }
  315. return false;
  316. }
  317. void Navigation::FollowPath(float timeStep)
  318. {
  319. if (currentPath_.Size())
  320. {
  321. Vector3 nextWaypoint = currentPath_[0]; // NB: currentPath[0] is the next waypoint in order
  322. // Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
  323. float move = 5.0f * timeStep;
  324. float distance = (jackNode_->GetPosition() - nextWaypoint).Length();
  325. if (move > distance)
  326. move = distance;
  327. jackNode_->LookAt(nextWaypoint, Vector3::UP);
  328. jackNode_->Translate(Vector3::FORWARD * move);
  329. // Remove waypoint if reached it
  330. if (distance < 0.1f)
  331. currentPath_.Erase(0);
  332. }
  333. }
  334. void Navigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  335. {
  336. using namespace Update;
  337. // Take the frame time step, which is stored as a float
  338. float timeStep = eventData[P_TIMESTEP].GetFloat();
  339. // Move the camera, scale movement with time step
  340. MoveCamera(timeStep);
  341. // Make Jack follow the Detour path
  342. FollowPath(timeStep);
  343. }
  344. void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  345. {
  346. // If draw debug mode is enabled, draw navigation mesh debug geometry
  347. if (drawDebug_)
  348. scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
  349. if (currentPath_.Size())
  350. {
  351. // Visualize the current calculated path
  352. DebugRenderer* debug = scene_->GetComponent<DebugRenderer>();
  353. debug->AddBoundingBox(BoundingBox(endPos_ - Vector3(0.1f, 0.1f, 0.1f), endPos_ + Vector3(0.1f, 0.1f, 0.1f)),
  354. Color(1.0f, 1.0f, 1.0f));
  355. // Draw the path with a small upward bias so that it does not clip into the surfaces
  356. Vector3 bias(0.0f, 0.05f, 0.0f);
  357. debug->AddLine(jackNode_->GetPosition() + bias, currentPath_[0] + bias, Color(1.0f, 1.0f, 1.0f));
  358. if (currentPath_.Size() > 1)
  359. {
  360. for (unsigned i = 0; i < currentPath_.Size() - 1; ++i)
  361. debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color(1.0f, 1.0f, 1.0f));
  362. }
  363. }
  364. }