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- //
- // Copyright (c) 2008-2021 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "Sample.h"
- namespace Urho3D
- {
- class Drawable;
- class Node;
- class Scene;
- }
- /// 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
- /// - Raycasting drawable components
- /// - Making a node follow the Detour path
- class Navigation : public Sample
- {
- URHO3D_OBJECT(Navigation, Sample);
- public:
- /// Construct.
- explicit Navigation(Context* context);
- /// Setup after engine initialization and before running the main loop.
- void Start() override;
- protected:
- /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
- String GetScreenJoystickPatchString() const override { return
- "<patch>"
- " <add sel=\"/element\">"
- " <element type=\"Button\">"
- " <attribute name=\"Name\" value=\"Button3\" />"
- " <attribute name=\"Position\" value=\"-120 -120\" />"
- " <attribute name=\"Size\" value=\"96 96\" />"
- " <attribute name=\"Horiz Alignment\" value=\"Right\" />"
- " <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
- " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
- " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
- " <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
- " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"Label\" />"
- " <attribute name=\"Horiz Alignment\" value=\"Center\" />"
- " <attribute name=\"Vert Alignment\" value=\"Center\" />"
- " <attribute name=\"Color\" value=\"0 0 0 1\" />"
- " <attribute name=\"Text\" value=\"Teleport\" />"
- " </element>"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"LSHIFT\" />"
- " </element>"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
- " <attribute name=\"Text\" value=\"LEFT\" />"
- " </element>"
- " </element>"
- " <element type=\"Button\">"
- " <attribute name=\"Name\" value=\"Button4\" />"
- " <attribute name=\"Position\" value=\"-120 -12\" />"
- " <attribute name=\"Size\" value=\"96 96\" />"
- " <attribute name=\"Horiz Alignment\" value=\"Right\" />"
- " <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
- " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
- " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
- " <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
- " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"Label\" />"
- " <attribute name=\"Horiz Alignment\" value=\"Center\" />"
- " <attribute name=\"Vert Alignment\" value=\"Center\" />"
- " <attribute name=\"Color\" value=\"0 0 0 1\" />"
- " <attribute name=\"Text\" value=\"Obstacles\" />"
- " </element>"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
- " <attribute name=\"Text\" value=\"MIDDLE\" />"
- " </element>"
- " </element>"
- " </add>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Set</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
- " <attribute name=\"Text\" value=\"LEFT\" />"
- " </element>"
- " </add>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"SPACE\" />"
- " </element>"
- " </add>"
- "</patch>";
- }
- private:
- /// Construct the scene content.
- void CreateScene();
- /// Construct user interface elements.
- void CreateUI();
- /// Set up a viewport for displaying the scene.
- void SetupViewport();
- /// Subscribe to application-wide logic update and post-render update events.
- void SubscribeToEvents();
- /// Read input and moves the camera.
- void MoveCamera(float timeStep);
- /// Set path start or end point.
- void SetPathPoint();
- /// Add or remove object.
- void AddOrRemoveObject();
- /// Create a mushroom object at position.
- Node* CreateMushroom(const Vector3& pos);
- /// Utility function to raycast to the cursor position. Return true if hit
- bool Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable);
- /// Make Jack follow the Detour path.
- void FollowPath(float timeStep);
- /// Toggle navigation mesh streaming.
- void ToggleStreaming(bool enabled);
- /// Update navigation mesh streaming.
- void UpdateStreaming();
- /// Save navigation data for streaming.
- void SaveNavigationData();
- /// Handle the logic update event.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle the post-render update event.
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
- /// Last calculated path.
- PODVector<Vector3> currentPath_;
- /// Path end position.
- Vector3 endPos_;
- /// Jack scene node.
- SharedPtr<Node> jackNode_;
- /// Flag for drawing debug geometry.
- bool drawDebug_;
- /// Flag for using navigation mesh streaming.
- bool useStreaming_;
- /// Streaming distance.
- int streamingDistance_;
- /// Tile data.
- HashMap<IntVector2, PODVector<unsigned char> > tileData_;
- /// Added tiles.
- HashSet<IntVector2> addedTiles_;
- };
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