CrowdNavigation.cpp 19 KB

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  1. //
  2. // Copyright (c) 2008-2015 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/Math/MathDefs.h>
  35. #include <Urho3D/Graphics/Model.h>
  36. #include <Urho3D/Navigation/CrowdAgent.h>
  37. #include <Urho3D/Navigation/DetourCrowdManager.h>
  38. #include <Urho3D/Navigation/DynamicNavigationMesh.h>
  39. #include <Urho3D/Navigation/Navigable.h>
  40. #include <Urho3D/Navigation/NavigationEvents.h>
  41. #include <Urho3D/Navigation/Obstacle.h>
  42. #include <Urho3D/Graphics/Octree.h>
  43. #include <Urho3D/Graphics/Renderer.h>
  44. #include <Urho3D/Resource/ResourceCache.h>
  45. #include <Urho3D/Scene/Scene.h>
  46. #include <Urho3D/Graphics/StaticModel.h>
  47. #include <Urho3D/UI/Text.h>
  48. #include <Urho3D/UI/UI.h>
  49. #include <Urho3D/Resource/XMLFile.h>
  50. #include <Urho3D/Graphics/Zone.h>
  51. #include "CrowdNavigation.h"
  52. #include <Urho3D/DebugNew.h>
  53. DEFINE_APPLICATION_MAIN(CrowdNavigation)
  54. CrowdNavigation::CrowdNavigation(Context* context) :
  55. Sample(context),
  56. drawDebug_(false)
  57. {
  58. }
  59. void CrowdNavigation::Start()
  60. {
  61. // Execute base class startup
  62. Sample::Start();
  63. // Create the scene content
  64. CreateScene();
  65. // Create the UI content
  66. CreateUI();
  67. // Setup the viewport for displaying the scene
  68. SetupViewport();
  69. // Hook up to the frame update and render post-update events
  70. SubscribeToEvents();
  71. }
  72. void CrowdNavigation::CreateScene()
  73. {
  74. ResourceCache* cache = GetSubsystem<ResourceCache>();
  75. scene_ = new Scene(context_);
  76. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  77. // Also create a DebugRenderer component so that we can draw debug geometry
  78. scene_->CreateComponent<Octree>();
  79. scene_->CreateComponent<DebugRenderer>();
  80. // Create scene node & StaticModel component for showing a static plane
  81. Node* planeNode = scene_->CreateChild("Plane");
  82. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  83. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  84. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  85. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  86. // Create a Zone component for ambient lighting & fog control
  87. Node* zoneNode = scene_->CreateChild("Zone");
  88. Zone* zone = zoneNode->CreateComponent<Zone>();
  89. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  90. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  91. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  92. zone->SetFogStart(100.0f);
  93. zone->SetFogEnd(300.0f);
  94. // Create a directional light to the world. Enable cascaded shadows on it
  95. Node* lightNode = scene_->CreateChild("DirectionalLight");
  96. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  97. Light* light = lightNode->CreateComponent<Light>();
  98. light->SetLightType(LIGHT_DIRECTIONAL);
  99. light->SetCastShadows(true);
  100. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  101. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  102. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  103. // Create randomly sized boxes. If boxes are big enough, make them occluders
  104. for (unsigned i = 0; i < 20; ++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 a DynamicNavigationMesh component to the scene root
  118. DynamicNavigationMesh* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
  119. // Enable drawing debug geometry for obstacles
  120. navMesh->SetDrawObstacles(true);
  121. // Set the agent height large enough to exclude the layers under boxes
  122. navMesh->SetAgentHeight(10.0f);
  123. // Set nav mesh tilesize to something reasonable
  124. navMesh->SetTileSize(64);
  125. // Set nav mesh cell height to minimum (allows agents to be grounded)
  126. navMesh->SetCellHeight(0.04f);
  127. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  128. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  129. scene_->CreateComponent<Navigable>();
  130. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  131. // in the scene and still update the mesh correctly
  132. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  133. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  134. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  135. // it will use renderable geometry instead
  136. navMesh->Build();
  137. // Create a DetourCrowdManager component to the scene root
  138. crowdManager_ = scene_->CreateComponent<DetourCrowdManager>();
  139. // Create Jack node as crowd agent
  140. SpawnJack(Vector3(-5.0f, 0.0f, 20.0f));
  141. // Create some mushrooms as obstacles. Note that obstacles are added onto an already buit navigation mesh
  142. for (unsigned i = 0; i < 100; ++i)
  143. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  144. // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
  145. // we want it to be unaffected by scene load / save
  146. cameraNode_ = new Node(context_);
  147. Camera* camera = cameraNode_->CreateComponent<Camera>();
  148. camera->SetFarClip(300.0f);
  149. // Set an initial position for the camera scene node above the plane
  150. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  151. }
  152. void CrowdNavigation::CreateUI()
  153. {
  154. ResourceCache* cache = GetSubsystem<ResourceCache>();
  155. UI* ui = GetSubsystem<UI>();
  156. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  157. // control the camera, and when visible, it will point the raycast target
  158. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  159. SharedPtr<Cursor> cursor(new Cursor(context_));
  160. cursor->SetStyleAuto(style);
  161. ui->SetCursor(cursor);
  162. // Set starting position of the cursor at the rendering window center
  163. Graphics* graphics = GetSubsystem<Graphics>();
  164. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  165. // Construct new Text object, set string to display and font to use
  166. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  167. instructionText->SetText(
  168. "Use WASD keys to move, RMB to rotate view\n"
  169. "LMB to set destination, SHIFT+LMB to spawn a Jack\n"
  170. "MMB to add obstacles or remove obstacles/agents\n"
  171. "F5 to save scene, F7 to load\n"
  172. "Space to toggle debug geometry"
  173. );
  174. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  175. // The text has multiple rows. Center them in relation to each other
  176. instructionText->SetTextAlignment(HA_CENTER);
  177. // Position the text relative to the screen center
  178. instructionText->SetHorizontalAlignment(HA_CENTER);
  179. instructionText->SetVerticalAlignment(VA_CENTER);
  180. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  181. }
  182. void CrowdNavigation::SetupViewport()
  183. {
  184. Renderer* renderer = GetSubsystem<Renderer>();
  185. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  186. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  187. renderer->SetViewport(0, viewport);
  188. }
  189. void CrowdNavigation::SubscribeToEvents()
  190. {
  191. // Subscribe HandleUpdate() function for processing update events
  192. SubscribeToEvent(E_UPDATE, HANDLER(CrowdNavigation, HandleUpdate));
  193. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  194. // debug geometry
  195. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(CrowdNavigation, HandlePostRenderUpdate));
  196. // Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
  197. // use a larger extents for finding a point on the navmesh to fix the agent's position
  198. SubscribeToEvent(E_CROWD_AGENT_FAILURE, HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
  199. }
  200. void CrowdNavigation::SpawnJack(const Vector3& pos)
  201. {
  202. ResourceCache* cache = GetSubsystem<ResourceCache>();
  203. SharedPtr<Node> jackNode(scene_->CreateChild("Jack"));
  204. jackNode->SetPosition(pos);
  205. AnimatedModel* modelObject = jackNode->CreateComponent<AnimatedModel>();
  206. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  207. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  208. modelObject->SetCastShadows(true);
  209. // Create a CrowdAgent component and set its height (use default radius)
  210. CrowdAgent* agent = jackNode->CreateComponent<CrowdAgent>();
  211. agent->SetHeight(2.0f);
  212. agents_ = crowdManager_->GetActiveAgents(); // Update agents container
  213. }
  214. Node* CrowdNavigation::CreateMushroom(const Vector3& pos)
  215. {
  216. ResourceCache* cache = GetSubsystem<ResourceCache>();
  217. Node* mushroomNode = scene_->CreateChild("Mushroom");
  218. mushroomNode->SetPosition(pos);
  219. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  220. mushroomNode->SetScale(2.0f + Random(0.5f));
  221. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  222. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  223. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  224. mushroomObject->SetCastShadows(true);
  225. // Create the navigation Obstacle component and set its height & radius proportional to scale
  226. Obstacle* obstacle = mushroomNode->CreateComponent<Obstacle>();
  227. obstacle->SetRadius(mushroomNode->GetScale().x_);
  228. obstacle->SetHeight(mushroomNode->GetScale().y_);
  229. return mushroomNode;
  230. }
  231. void CrowdNavigation::SetPathPoint()
  232. {
  233. Vector3 hitPos;
  234. Drawable* hitDrawable;
  235. DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  236. if (Raycast(250.0f, hitPos, hitDrawable))
  237. {
  238. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  239. if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
  240. // Spawn a jack at the target position
  241. SpawnJack(pathPos);
  242. else
  243. {
  244. // Set target position and ignit agents' move
  245. for (unsigned i = 0; i < agents_.Size(); ++i)
  246. {
  247. CrowdAgent* agent = agents_[i];
  248. // The first agent will always move to the exact position
  249. if (i == 0)
  250. agent->SetMoveTarget(pathPos);
  251. else
  252. {
  253. // Other agents will move to a random point nearby
  254. Vector3 targetPos = navMesh->FindNearestPoint(pathPos + Vector3(Random(-4.5f, 4.5f), 0.0f, Random(-4.5f, 4.5f)), Vector3(1.0f, 1.0f, 1.0f));
  255. agent->SetMoveTarget(targetPos);
  256. }
  257. }
  258. }
  259. }
  260. }
  261. void CrowdNavigation::AddOrRemoveObject()
  262. {
  263. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  264. Vector3 hitPos;
  265. Drawable* hitDrawable;
  266. if (Raycast(250.0f, hitPos, hitDrawable))
  267. {
  268. Node* hitNode = hitDrawable->GetNode();
  269. // Note that navmesh rebuild happens when the Obstacle component is removed
  270. if (hitNode->GetName() == "Mushroom")
  271. hitNode->Remove();
  272. else if (hitNode->GetName() == "Jack")
  273. {
  274. hitNode->Remove();
  275. agents_ = crowdManager_->GetActiveAgents(); // Update agents container
  276. }
  277. else
  278. CreateMushroom(hitPos);
  279. }
  280. }
  281. bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  282. {
  283. hitDrawable = 0;
  284. UI* ui = GetSubsystem<UI>();
  285. IntVector2 pos = ui->GetCursorPosition();
  286. // Check the cursor is visible and there is no UI element in front of the cursor
  287. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  288. return false;
  289. Graphics* graphics = GetSubsystem<Graphics>();
  290. Camera* camera = cameraNode_->GetComponent<Camera>();
  291. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  292. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  293. PODVector<RayQueryResult> results;
  294. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  295. scene_->GetComponent<Octree>()->RaycastSingle(query);
  296. if (results.Size())
  297. {
  298. RayQueryResult& result = results[0];
  299. hitPos = result.position_;
  300. hitDrawable = result.drawable_;
  301. return true;
  302. }
  303. return false;
  304. }
  305. void CrowdNavigation::MoveCamera(float timeStep)
  306. {
  307. // Right mouse button controls mouse cursor visibility: hide when pressed
  308. UI* ui = GetSubsystem<UI>();
  309. Input* input = GetSubsystem<Input>();
  310. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  311. // Do not move if the UI has a focused element (the console)
  312. if (ui->GetFocusElement())
  313. return;
  314. // Movement speed as world units per second
  315. const float MOVE_SPEED = 20.0f;
  316. // Mouse sensitivity as degrees per pixel
  317. const float MOUSE_SENSITIVITY = 0.1f;
  318. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  319. // Only move the camera when the cursor is hidden
  320. if (!ui->GetCursor()->IsVisible())
  321. {
  322. IntVector2 mouseMove = input->GetMouseMove();
  323. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  324. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  325. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  326. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  327. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  328. }
  329. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  330. if (input->GetKeyDown('W'))
  331. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  332. if (input->GetKeyDown('S'))
  333. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  334. if (input->GetKeyDown('A'))
  335. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  336. if (input->GetKeyDown('D'))
  337. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  338. // Set destination or spawn a new jack with left mouse button
  339. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  340. SetPathPoint();
  341. // Add new obstacle or remove existing obstacle/agent with middle mouse button
  342. if (input->GetMouseButtonPress(MOUSEB_MIDDLE))
  343. AddOrRemoveObject();
  344. // Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
  345. if (input->GetKeyPress(KEY_F5))
  346. {
  347. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
  348. scene_->SaveXML(saveFile);
  349. }
  350. if (input->GetKeyPress(KEY_F7))
  351. {
  352. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
  353. scene_->LoadXML(loadFile);
  354. // After reload, reacquire crowd manager & agents
  355. crowdManager_ = scene_->GetComponent<DetourCrowdManager>();
  356. agents_ = crowdManager_->GetActiveAgents();
  357. // Re-enable debug draw for obstacles
  358. DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  359. navMesh->SetDrawObstacles(true);
  360. }
  361. // Toggle debug geometry with space
  362. if (input->GetKeyPress(KEY_SPACE))
  363. drawDebug_ = !drawDebug_;
  364. }
  365. void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  366. {
  367. using namespace Update;
  368. // Take the frame time step, which is stored as a float
  369. float timeStep = eventData[P_TIMESTEP].GetFloat();
  370. // Move the camera, scale movement with time step
  371. MoveCamera(timeStep);
  372. // Make the CrowdAgents face the direction of their velocity
  373. for (unsigned i = 0; i < agents_.Size(); ++i)
  374. {
  375. CrowdAgent* agent = agents_[i];
  376. Vector3 vel = agent->GetActualVelocity();
  377. agent->GetNode()->SetWorldDirection(vel);
  378. }
  379. }
  380. void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  381. {
  382. // If draw debug mode is enabled, draw navigation debug geometry
  383. if (drawDebug_)
  384. {
  385. // Visualize navigation mesh and obstacles
  386. DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  387. navMesh->DrawDebugGeometry(true);
  388. // Visualize agents' path and position to reach
  389. DetourCrowdManager* crowdManager = scene_->GetComponent<DetourCrowdManager>();
  390. crowdManager->DrawDebugGeometry(true);
  391. }
  392. }
  393. void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
  394. {
  395. using namespace CrowdAgentFailure;
  396. Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
  397. CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
  398. CrowdAgentState agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
  399. // If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
  400. if (agentState == CROWD_AGENT_INVALID)
  401. {
  402. DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  403. // Get a point on the navmesh using more generous extents
  404. Vector3 newPt = navMesh->FindNearestPoint(node->GetWorldPosition(), Vector3(5.0f, 5.0f, 5.0f));
  405. // Set the new node position, CrowdAgent component will automatically reset the state of the agent
  406. node->SetWorldPosition(newPt);
  407. }
  408. }