CrowdNavigation.cpp 18 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/Obstacle.h>
  41. #include <Urho3D/Graphics/Octree.h>
  42. #include <Urho3D/Physics/PhysicsWorld.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. scene_->CreateComponent<PhysicsWorld>();
  81. // Create scene node & StaticModel component for showing a static plane
  82. Node* planeNode = scene_->CreateChild("Plane");
  83. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  84. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  85. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  86. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  87. // Create a Zone component for ambient lighting & fog control
  88. Node* zoneNode = scene_->CreateChild("Zone");
  89. Zone* zone = zoneNode->CreateComponent<Zone>();
  90. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  91. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  92. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  93. zone->SetFogStart(100.0f);
  94. zone->SetFogEnd(300.0f);
  95. // Create a directional light to the world. Enable cascaded shadows on it
  96. Node* lightNode = scene_->CreateChild("DirectionalLight");
  97. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  98. Light* light = lightNode->CreateComponent<Light>();
  99. light->SetLightType(LIGHT_DIRECTIONAL);
  100. light->SetCastShadows(true);
  101. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  102. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  103. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  104. // Create randomly sized boxes. If boxes are big enough, make them occluders
  105. const unsigned NUM_BOXES = 20;
  106. for (unsigned i = 0; i < NUM_BOXES; ++i)
  107. {
  108. Node* boxNode = scene_->CreateChild("Box");
  109. float size = 1.0f + Random(10.0f);
  110. boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
  111. boxNode->SetScale(size);
  112. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  113. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  114. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  115. boxObject->SetCastShadows(true);
  116. if (size >= 3.0f)
  117. boxObject->SetOccluder(true);
  118. }
  119. // Create a DynamicNavigationMesh component to the scene root
  120. DynamicNavigationMesh* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
  121. navMesh->SetTileSize(64);
  122. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  123. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  124. scene_->CreateComponent<Navigable>();
  125. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  126. // in the scene and still update the mesh correctly
  127. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  128. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  129. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  130. // it will use renderable geometry instead
  131. navMesh->Build();
  132. DetourCrowdManager* crowdManager = scene_->CreateComponent<DetourCrowdManager>();
  133. // Create Jack node that will follow the path
  134. CreateJack(Vector3(-5.0f, 0.0f, 20.0f));
  135. // Create some mushrooms
  136. const unsigned NUM_MUSHROOMS = 75;
  137. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  138. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  139. // Create the camera. Limit far clip distance to match the fog
  140. cameraNode_ = scene_->CreateChild("Camera");
  141. Camera* camera = cameraNode_->CreateComponent<Camera>();
  142. camera->SetFarClip(300.0f);
  143. // Set an initial position for the camera scene node above the plane
  144. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  145. }
  146. void CrowdNavigation::CreateUI()
  147. {
  148. ResourceCache* cache = GetSubsystem<ResourceCache>();
  149. UI* ui = GetSubsystem<UI>();
  150. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  151. // control the camera, and when visible, it will point the raycast target
  152. XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  153. SharedPtr<Cursor> cursor(new Cursor(context_));
  154. cursor->SetStyleAuto(style);
  155. ui->SetCursor(cursor);
  156. // Set starting position of the cursor at the rendering window center
  157. Graphics* graphics = GetSubsystem<Graphics>();
  158. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  159. // Construct new Text object, set string to display and font to use
  160. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  161. instructionText->SetText(
  162. "Use WASD keys to move, RMB to rotate view\n"
  163. "LMB to set destination, SHIFT+LMB to spawn a Jack\n"
  164. "MMB to add or remove obstacles\n"
  165. "F5 to save scene, F7 to load\n"
  166. "Space to toggle debug geometry"
  167. );
  168. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  169. // The text has multiple rows. Center them in relation to each other
  170. instructionText->SetTextAlignment(HA_CENTER);
  171. // Position the text relative to the screen center
  172. instructionText->SetHorizontalAlignment(HA_CENTER);
  173. instructionText->SetVerticalAlignment(VA_CENTER);
  174. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  175. }
  176. void CrowdNavigation::SetupViewport()
  177. {
  178. Renderer* renderer = GetSubsystem<Renderer>();
  179. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  180. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  181. renderer->SetViewport(0, viewport);
  182. }
  183. void CrowdNavigation::SubscribeToEvents()
  184. {
  185. // Subscribe HandleUpdate() function for processing update events
  186. SubscribeToEvent(E_UPDATE, HANDLER(CrowdNavigation, HandleUpdate));
  187. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  188. // debug geometry
  189. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(CrowdNavigation, HandlePostRenderUpdate));
  190. }
  191. void CrowdNavigation::MoveCamera(float timeStep)
  192. {
  193. // Right mouse button controls mouse cursor visibility: hide when pressed
  194. UI* ui = GetSubsystem<UI>();
  195. Input* input = GetSubsystem<Input>();
  196. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  197. // Do not move if the UI has a focused element (the console)
  198. if (ui->GetFocusElement())
  199. return;
  200. // Movement speed as world units per second
  201. const float MOVE_SPEED = 20.0f;
  202. // Mouse sensitivity as degrees per pixel
  203. const float MOUSE_SENSITIVITY = 0.1f;
  204. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  205. // Only move the camera when the cursor is hidden
  206. if (!ui->GetCursor()->IsVisible())
  207. {
  208. IntVector2 mouseMove = input->GetMouseMove();
  209. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  210. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  211. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  212. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  213. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  214. }
  215. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  216. if (input->GetKeyDown('W'))
  217. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  218. if (input->GetKeyDown('S'))
  219. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  220. if (input->GetKeyDown('A'))
  221. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  222. if (input->GetKeyDown('D'))
  223. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  224. // Set destination or spawn a new jack with left mouse button
  225. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  226. SetPathPoint();
  227. // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
  228. if (input->GetMouseButtonPress(MOUSEB_MIDDLE))
  229. AddOrRemoveObject();
  230. // Check for loading/saving the scene. Save the scene to the file Data/Scenes/CrowdNavigation.xml relative to the executable
  231. // directory
  232. if (input->GetKeyPress(KEY_F5))
  233. {
  234. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
  235. scene_->SaveXML(saveFile);
  236. }
  237. if (input->GetKeyPress(KEY_F7))
  238. {
  239. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
  240. scene_->LoadXML(loadFile);
  241. // Redetermine which nodes are "jacks" and "mushrooms"
  242. jackNodes_.Clear();
  243. PODVector<Node*> nodes;
  244. scene_->GetChildrenWithComponent<CrowdAgent>(nodes, true);
  245. for (unsigned i = 0; i < nodes.Size(); ++i)
  246. {
  247. jackNodes_.Push(SharedPtr<Node>(nodes[i]));
  248. }
  249. mushroomNodes_.Clear();
  250. scene_->GetChildrenWithComponent<Obstacle>(nodes, true);
  251. for (unsigned i = 0; i < nodes.Size(); ++i)
  252. {
  253. mushroomNodes_.Push(SharedPtr<Node>(nodes[i]));
  254. }
  255. }
  256. // Toggle debug geometry with space
  257. if (input->GetKeyPress(KEY_SPACE))
  258. drawDebug_ = !drawDebug_;
  259. }
  260. void CrowdNavigation::SetPathPoint()
  261. {
  262. Vector3 hitPos;
  263. Drawable* hitDrawable;
  264. DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  265. if (Raycast(250.0f, hitPos, hitDrawable))
  266. {
  267. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  268. if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
  269. {
  270. // spawn a jack at the target position
  271. CreateJack(pathPos);
  272. }
  273. else
  274. {
  275. // Set crowd agents to move to the target
  276. for (unsigned i = 0; i < jackNodes_.Size(); ++i)
  277. {
  278. CrowdAgent* agent = jackNodes_[i]->GetComponent<CrowdAgent>();
  279. // The first agent will always move to the exact position, all other agents will select a random point nearby
  280. if (i == 0)
  281. {
  282. agent->SetMoveTarget(pathPos);
  283. }
  284. else
  285. {
  286. // Keep the random point somewhere on the navigation mesh
  287. Vector3 targetPos = navMesh->FindNearestPoint(pathPos + Vector3(Random(7.0f), 0.0f, Random(7.0f)), Vector3(1.0f, 1.0f, 1.0f));
  288. agent->SetMoveTarget(targetPos);
  289. }
  290. }
  291. }
  292. }
  293. }
  294. void CrowdNavigation::AddOrRemoveObject()
  295. {
  296. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  297. Vector3 hitPos;
  298. Drawable* hitDrawable;
  299. if (Raycast(250.0f, hitPos, hitDrawable))
  300. {
  301. Node* hitNode = hitDrawable->GetNode();
  302. if (hitNode->GetName() == "Mushroom")
  303. {
  304. mushroomNodes_.Remove(hitNode);
  305. hitNode->Remove();
  306. }
  307. else
  308. {
  309. CreateMushroom(hitPos);
  310. }
  311. }
  312. }
  313. void CrowdNavigation::CreateJack(const Vector3& pos)
  314. {
  315. ResourceCache* cache = GetSubsystem<ResourceCache>();
  316. SharedPtr<Node> jackNode(scene_->CreateChild("Jack"));
  317. jackNode->SetPosition(pos);
  318. AnimatedModel* modelObject = jackNode->CreateComponent<AnimatedModel>();
  319. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  320. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  321. modelObject->SetCastShadows(true);
  322. // Create the CrowdAgent
  323. CrowdAgent* agent = jackNode->CreateComponent<CrowdAgent>();
  324. jackNodes_.Push(jackNode);
  325. }
  326. Node* CrowdNavigation::CreateMushroom(const Vector3& pos)
  327. {
  328. ResourceCache* cache = GetSubsystem<ResourceCache>();
  329. Node* mushroomNode = scene_->CreateChild("Mushroom");
  330. mushroomNode->SetPosition(pos);
  331. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  332. mushroomNode->SetScale(2.0f + Random(0.5f));
  333. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  334. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  335. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  336. mushroomObject->SetCastShadows(true);
  337. // Create the navigation obstacle
  338. Obstacle* obstacle = mushroomNode->CreateComponent<Obstacle>();
  339. obstacle->SetRadius(2.0f);
  340. mushroomNodes_.Push(mushroomNode);
  341. return mushroomNode;
  342. }
  343. bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  344. {
  345. hitDrawable = 0;
  346. UI* ui = GetSubsystem<UI>();
  347. IntVector2 pos = ui->GetCursorPosition();
  348. // Check the cursor is visible and there is no UI element in front of the cursor
  349. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  350. return false;
  351. Graphics* graphics = GetSubsystem<Graphics>();
  352. Camera* camera = cameraNode_->GetComponent<Camera>();
  353. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  354. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  355. PODVector<RayQueryResult> results;
  356. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  357. scene_->GetComponent<Octree>()->RaycastSingle(query);
  358. if (results.Size())
  359. {
  360. RayQueryResult& result = results[0];
  361. hitPos = result.position_;
  362. hitDrawable = result.drawable_;
  363. return true;
  364. }
  365. return false;
  366. }
  367. void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  368. {
  369. using namespace Update;
  370. // Take the frame time step, which is stored as a float
  371. float timeStep = eventData[P_TIMESTEP].GetFloat();
  372. // Move the camera, scale movement with time step
  373. MoveCamera(timeStep);
  374. for (unsigned i = 0; i < jackNodes_.Size(); ++i)
  375. {
  376. CrowdAgent* agent = jackNodes_[i]->GetComponent<CrowdAgent>();
  377. Vector3 vel = agent->GetActualVelocity();
  378. jackNodes_[i]->SetWorldDirection(vel);
  379. }
  380. }
  381. void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  382. {
  383. // If draw debug mode is enabled, draw navigation mesh debug geometry
  384. if (drawDebug_)
  385. {
  386. scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
  387. for (unsigned i = 0; i < jackNodes_.Size(); ++i)
  388. {
  389. CrowdAgent* agent = jackNodes_[i]->GetComponent<CrowdAgent>();
  390. agent->DrawDebugGeometry(true);
  391. }
  392. for (unsigned i = 0; i < mushroomNodes_.Size(); ++i)
  393. {
  394. Obstacle* obstacle = mushroomNodes_[i]->GetComponent<Obstacle>();
  395. obstacle->DrawDebugGeometry(true);
  396. }
  397. }
  398. }