Navigation.cpp 14 KB

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  1. //
  2. // Copyright (c) 2008-2013 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 "Camera.h"
  23. #include "CoreEvents.h"
  24. #include "Cursor.h"
  25. #include "DebugRenderer.h"
  26. #include "Engine.h"
  27. #include "Font.h"
  28. #include "Graphics.h"
  29. #include "Input.h"
  30. #include "Light.h"
  31. #include "Material.h"
  32. #include "Model.h"
  33. #include "Navigable.h"
  34. #include "NavigationMesh.h"
  35. #include "Octree.h"
  36. #include "Renderer.h"
  37. #include "ResourceCache.h"
  38. #include "StaticModel.h"
  39. #include "Text.h"
  40. #include "UI.h"
  41. #include "XMLFile.h"
  42. #include "Zone.h"
  43. #include "Navigation.h"
  44. #include "DebugNew.h"
  45. // Expands to this example's entry-point
  46. DEFINE_APPLICATION_MAIN(Navigation)
  47. Navigation::Navigation(Context* context) :
  48. Sample(context),
  49. yaw_(0.0f),
  50. pitch_(0.0f),
  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(0.0001f, 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. {
  102. Node* mushroomNode = scene_->CreateChild("Mushroom");
  103. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  104. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  105. mushroomNode->SetScale(2.0f + Random(0.5f));
  106. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  107. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  108. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  109. mushroomObject->SetCastShadows(true);
  110. }
  111. // Create randomly sized boxes. If boxes are big enough, make them occluders
  112. const unsigned NUM_BOXES = 20;
  113. for (unsigned i = 0; i < NUM_BOXES; ++i)
  114. {
  115. Node* boxNode = scene_->CreateChild("Box");
  116. float size = 1.0f + Random(10.0f);
  117. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  118. boxNode->SetScale(size);
  119. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  120. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  121. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  122. boxObject->SetCastShadows(true);
  123. if (size >= 3.0f)
  124. boxObject->SetOccluder(true);
  125. }
  126. // Create a NavigationMesh component to the scene root
  127. NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>();
  128. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  129. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  130. scene_->CreateComponent<Navigable>();
  131. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  132. // in the scene and still update the mesh correctly
  133. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  134. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  135. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  136. // it will use renderable geometry instead
  137. navMesh->Build();
  138. // Create the camera. Limit far clip distance to match the fog
  139. cameraNode_ = scene_->CreateChild("Camera");
  140. Camera* camera = cameraNode_->CreateComponent<Camera>();
  141. camera->SetFarClip(300.0f);
  142. // Set an initial position for the camera scene node above the plane
  143. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  144. }
  145. void Navigation::CreateUI()
  146. {
  147. ResourceCache* cache = GetSubsystem<ResourceCache>();
  148. UI* ui = GetSubsystem<UI>();
  149. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  150. // control the camera, and when visible, it will point the raycast target
  151. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  152. SharedPtr<Cursor> cursor(new Cursor(context_));
  153. cursor->SetStyleAuto(style);
  154. ui->SetCursor(cursor);
  155. // Set starting position of the cursor at the rendering window center
  156. Graphics* graphics = GetSubsystem<Graphics>();
  157. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  158. // Construct new Text object, set string to display and font to use
  159. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  160. instructionText->SetText(
  161. "Use WASD keys to move, RMB to rotate view\n"
  162. "Shift+LMB to set path start, LMB to set path end\n"
  163. "Space to toggle debug geometry"
  164. );
  165. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  166. // The text has multiple rows. Center them in relation to each other
  167. instructionText->SetTextAlignment(HA_CENTER);
  168. // Position the text relative to the screen center
  169. instructionText->SetHorizontalAlignment(HA_CENTER);
  170. instructionText->SetVerticalAlignment(VA_CENTER);
  171. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  172. }
  173. void Navigation::SetupViewport()
  174. {
  175. Renderer* renderer = GetSubsystem<Renderer>();
  176. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  177. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  178. renderer->SetViewport(0, viewport);
  179. }
  180. void Navigation::MoveCamera(float timeStep)
  181. {
  182. // Right mouse button controls mouse cursor visibility: hide when pressed
  183. UI* ui = GetSubsystem<UI>();
  184. Input* input = GetSubsystem<Input>();
  185. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  186. // Do not move if the UI has a focused element (the console)
  187. if (ui->GetFocusElement())
  188. return;
  189. // Movement speed as world units per second
  190. const float MOVE_SPEED = 20.0f;
  191. // Mouse sensitivity as degrees per pixel
  192. const float MOUSE_SENSITIVITY = 0.1f;
  193. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  194. // Only move the camera when the cursor is hidden
  195. if (!ui->GetCursor()->IsVisible())
  196. {
  197. IntVector2 mouseMove = input->GetMouseMove();
  198. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  199. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  200. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  201. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  202. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  203. }
  204. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  205. if (input->GetKeyDown('W'))
  206. cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
  207. if (input->GetKeyDown('S'))
  208. cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
  209. if (input->GetKeyDown('A'))
  210. cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
  211. if (input->GetKeyDown('D'))
  212. cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
  213. // Set route start/endpoint, calculate route if applicable
  214. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  215. {
  216. Vector3 hitPos;
  217. Node* hitNode;
  218. Drawable* hitDrawable;
  219. if (Raycast(250.0f, hitPos, hitNode, hitDrawable))
  220. {
  221. bool setStart = input->GetQualifierDown(QUAL_SHIFT);
  222. if (setStart)
  223. {
  224. startPos_ = hitPos;
  225. startPosDefined_ = true;
  226. }
  227. else
  228. {
  229. endPos_ = hitPos;
  230. endPosDefined_ = true;
  231. }
  232. if (startPosDefined_ && endPosDefined_)
  233. RecalculatePath();
  234. }
  235. }
  236. // Toggle debug geometry with space
  237. if (input->GetKeyPress(KEY_SPACE))
  238. drawDebug_ = !drawDebug_;
  239. }
  240. void Navigation::SubscribeToEvents()
  241. {
  242. // Subscribes HandleUpdate() method for processing update events
  243. SubscribeToEvent(E_UPDATE, HANDLER(Navigation, HandleUpdate));
  244. // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
  245. // debug geometry
  246. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Navigation, HandlePostRenderUpdate));
  247. }
  248. void Navigation::RecalculatePath()
  249. {
  250. NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
  251. navMesh->FindPath(currentPath_, startPos_, endPos_);
  252. }
  253. bool Navigation::Raycast(float maxDistance, Vector3& hitPos, Node*& hitNode, Drawable*& hitDrawable)
  254. {
  255. hitNode = 0;
  256. hitDrawable = 0;
  257. UI* ui = GetSubsystem<UI>();
  258. IntVector2 pos = ui->GetCursorPosition();
  259. // Check the cursor is visible and there is no UI element in front of the cursor
  260. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  261. return false;
  262. Graphics* graphics = GetSubsystem<Graphics>();
  263. Camera* camera = cameraNode_->GetComponent<Camera>();
  264. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  265. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  266. PODVector<RayQueryResult> results;
  267. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  268. scene_->GetComponent<Octree>()->RaycastSingle(query);
  269. if (results.Size())
  270. {
  271. RayQueryResult& result = results[0];
  272. // Calculate hit position in world space
  273. hitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
  274. hitNode = result.drawable_->GetNode();
  275. hitDrawable = result.drawable_;
  276. return true;
  277. }
  278. return false;
  279. }
  280. void Navigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  281. {
  282. // Event parameters are always defined inside a namespace corresponding to the event's name
  283. using namespace Update;
  284. // Take the frame time step, which is stored as a float
  285. float timeStep = eventData[P_TIMESTEP].GetFloat();
  286. // Move the camera, scale movement with time step
  287. MoveCamera(timeStep);
  288. }
  289. void Navigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  290. {
  291. // If draw debug mode is enabled, draw navigation mesh debug geometry
  292. if (drawDebug_)
  293. scene_->GetComponent<NavigationMesh>()->DrawDebugGeometry(true);
  294. // Visualize the start and end points and the last calculated path
  295. DebugRenderer* debug = scene_->GetComponent<DebugRenderer>();
  296. if (startPosDefined_)
  297. debug->AddBoundingBox(BoundingBox(startPos_ - 0.1f * Vector3::ONE, startPos_ + 0.1f * Vector3::ONE), Color::WHITE);
  298. if (endPosDefined_)
  299. debug->AddBoundingBox(BoundingBox(endPos_ - 0.1f * Vector3::ONE, endPos_ + 0.1f * Vector3::ONE), Color::WHITE);
  300. if (currentPath_.Size() > 1)
  301. {
  302. // Draw the path with a small upward bias so that it does not clip into the surfaces
  303. Vector3 bias = 0.05f * Vector3::UP;
  304. for (unsigned i = 0; i < currentPath_.Size() - 1; ++i)
  305. debug->AddLine(currentPath_[i] + bias, currentPath_[i + 1] + bias, Color::WHITE);
  306. }
  307. }