CrowdNavigation.cpp 27 KB

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  1. //
  2. // Copyright (c) 2008-2020 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/AnimationController.h>
  26. #include <Urho3D/Graphics/Camera.h>
  27. #include <Urho3D/Graphics/DebugRenderer.h>
  28. #include <Urho3D/Graphics/Graphics.h>
  29. #include <Urho3D/Graphics/Light.h>
  30. #include <Urho3D/Graphics/Material.h>
  31. #include <Urho3D/Graphics/Octree.h>
  32. #include <Urho3D/Graphics/Renderer.h>
  33. #include <Urho3D/Graphics/Zone.h>
  34. #include <Urho3D/Input/Input.h>
  35. #include <Urho3D/Navigation/CrowdAgent.h>
  36. #include <Urho3D/Navigation/DynamicNavigationMesh.h>
  37. #include <Urho3D/Navigation/Navigable.h>
  38. #include <Urho3D/Navigation/NavigationEvents.h>
  39. #include <Urho3D/Navigation/Obstacle.h>
  40. #include <Urho3D/Navigation/OffMeshConnection.h>
  41. #include <Urho3D/Resource/ResourceCache.h>
  42. #include <Urho3D/Scene/Scene.h>
  43. #include <Urho3D/UI/Font.h>
  44. #include <Urho3D/UI/Text.h>
  45. #include <Urho3D/UI/UI.h>
  46. #include "CrowdNavigation.h"
  47. #include <Urho3D/DebugNew.h>
  48. URHO3D_DEFINE_APPLICATION_MAIN(CrowdNavigation)
  49. CrowdNavigation::CrowdNavigation(Context* context) :
  50. Sample(context)
  51. {
  52. }
  53. void CrowdNavigation::Start()
  54. {
  55. // Execute base class startup
  56. Sample::Start();
  57. // Create the scene content
  58. CreateScene();
  59. // Create the UI content
  60. CreateUI();
  61. // Setup the viewport for displaying the scene
  62. SetupViewport();
  63. // Hook up to the frame update and render post-update events
  64. SubscribeToEvents();
  65. // Set the mouse mode to use in the sample
  66. Sample::InitMouseMode(MM_ABSOLUTE);
  67. }
  68. void CrowdNavigation::CreateScene()
  69. {
  70. auto* cache = GetSubsystem<ResourceCache>();
  71. scene_ = new Scene(context_);
  72. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  73. // Also create a DebugRenderer component so that we can draw debug geometry
  74. scene_->CreateComponent<Octree>();
  75. scene_->CreateComponent<DebugRenderer>();
  76. // Create scene node & StaticModel component for showing a static plane
  77. Node* planeNode = scene_->CreateChild("Plane");
  78. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  79. auto* planeObject = planeNode->CreateComponent<StaticModel>();
  80. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  81. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  82. // Create a Zone component for ambient lighting & fog control
  83. Node* zoneNode = scene_->CreateChild("Zone");
  84. auto* zone = zoneNode->CreateComponent<Zone>();
  85. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  86. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  87. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  88. zone->SetFogStart(100.0f);
  89. zone->SetFogEnd(300.0f);
  90. // Create a directional light to the world. Enable cascaded shadows on it
  91. Node* lightNode = scene_->CreateChild("DirectionalLight");
  92. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  93. auto* light = lightNode->CreateComponent<Light>();
  94. light->SetLightType(LIGHT_DIRECTIONAL);
  95. light->SetCastShadows(true);
  96. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  97. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  98. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  99. // Create randomly sized boxes. If boxes are big enough, make them occluders
  100. Node* boxGroup = scene_->CreateChild("Boxes");
  101. for (unsigned i = 0; i < 20; ++i)
  102. {
  103. Node* boxNode = boxGroup->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. auto* 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 a DynamicNavigationMesh component to the scene root
  115. auto* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
  116. // Set small tiles to show navigation mesh streaming
  117. navMesh->SetTileSize(32);
  118. // Enable drawing debug geometry for obstacles and off-mesh connections
  119. navMesh->SetDrawObstacles(true);
  120. navMesh->SetDrawOffMeshConnections(true);
  121. // Set the agent height large enough to exclude the layers under boxes
  122. navMesh->SetAgentHeight(10.0f);
  123. // Set nav mesh cell height to minimum (allows agents to be grounded)
  124. navMesh->SetCellHeight(0.05f);
  125. // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
  126. // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
  127. scene_->CreateComponent<Navigable>();
  128. // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
  129. // in the scene and still update the mesh correctly
  130. navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
  131. // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
  132. // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
  133. // it will use renderable geometry instead
  134. navMesh->Build();
  135. // Create an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
  136. // Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
  137. // Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
  138. CreateBoxOffMeshConnections(navMesh, boxGroup);
  139. // Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
  140. for (unsigned i = 0; i < 100; ++i)
  141. CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  142. // Create a CrowdManager component to the scene root
  143. auto* crowdManager = scene_->CreateComponent<CrowdManager>();
  144. CrowdObstacleAvoidanceParams params = crowdManager->GetObstacleAvoidanceParams(0);
  145. // Set the params to "High (66)" setting
  146. params.velBias = 0.5f;
  147. params.adaptiveDivs = 7;
  148. params.adaptiveRings = 3;
  149. params.adaptiveDepth = 3;
  150. crowdManager->SetObstacleAvoidanceParams(0, params);
  151. // Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
  152. CreateMovingBarrels(navMesh);
  153. // Create Jack node as crowd agent
  154. SpawnJack(Vector3(-5.0f, 0.0f, 20.0f), scene_->CreateChild("Jacks"));
  155. // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
  156. // we want it to be unaffected by scene load / save
  157. cameraNode_ = new Node(context_);
  158. auto* camera = cameraNode_->CreateComponent<Camera>();
  159. camera->SetFarClip(300.0f);
  160. // Set an initial position for the camera scene node above the plane and looking down
  161. cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
  162. pitch_ = 80.0f;
  163. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  164. }
  165. void CrowdNavigation::CreateUI()
  166. {
  167. auto* cache = GetSubsystem<ResourceCache>();
  168. auto* ui = GetSubsystem<UI>();
  169. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  170. // control the camera, and when visible, it will point the raycast target
  171. auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  172. SharedPtr<Cursor> cursor(new Cursor(context_));
  173. cursor->SetStyleAuto(style);
  174. ui->SetCursor(cursor);
  175. // Set starting position of the cursor at the rendering window center
  176. auto* graphics = GetSubsystem<Graphics>();
  177. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  178. // Construct new Text object, set string to display and font to use
  179. instructionText_ = ui->GetRoot()->CreateChild<Text>();
  180. instructionText_->SetText(
  181. "Use WASD keys to move, RMB to rotate view\n"
  182. "LMB to set destination, SHIFT+LMB to spawn a Jack\n"
  183. "MMB or O key to add obstacles or remove obstacles/agents\n"
  184. "F5 to save scene, F7 to load\n"
  185. "Tab to toggle navigation mesh streaming\n"
  186. "Space to toggle debug geometry\n"
  187. "F12 to toggle this instruction text"
  188. );
  189. instructionText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  190. // The text has multiple rows. Center them in relation to each other
  191. instructionText_->SetTextAlignment(HA_CENTER);
  192. // Position the text relative to the screen center
  193. instructionText_->SetHorizontalAlignment(HA_CENTER);
  194. instructionText_->SetVerticalAlignment(VA_CENTER);
  195. instructionText_->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  196. }
  197. void CrowdNavigation::SetupViewport()
  198. {
  199. auto* renderer = GetSubsystem<Renderer>();
  200. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  201. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  202. renderer->SetViewport(0, viewport);
  203. }
  204. void CrowdNavigation::SubscribeToEvents()
  205. {
  206. // Subscribe HandleUpdate() function for processing update events
  207. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CrowdNavigation, HandleUpdate));
  208. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
  209. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(CrowdNavigation, HandlePostRenderUpdate));
  210. // Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
  211. // use a larger extents for finding a point on the navmesh to fix the agent's position
  212. SubscribeToEvent(E_CROWD_AGENT_FAILURE, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
  213. // Subscribe HandleCrowdAgentReposition() function for controlling the animation
  214. SubscribeToEvent(E_CROWD_AGENT_REPOSITION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
  215. // Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
  216. SubscribeToEvent(E_CROWD_AGENT_FORMATION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
  217. }
  218. void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
  219. {
  220. auto* cache = GetSubsystem<ResourceCache>();
  221. SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
  222. jackNode->SetPosition(pos);
  223. auto* modelObject = jackNode->CreateComponent<AnimatedModel>();
  224. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  225. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  226. modelObject->SetCastShadows(true);
  227. jackNode->CreateComponent<AnimationController>();
  228. // Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
  229. auto* agent = jackNode->CreateComponent<CrowdAgent>();
  230. agent->SetHeight(2.0f);
  231. agent->SetMaxSpeed(3.0f);
  232. agent->SetMaxAccel(5.0f);
  233. }
  234. void CrowdNavigation::CreateMushroom(const Vector3& pos)
  235. {
  236. auto* cache = GetSubsystem<ResourceCache>();
  237. Node* mushroomNode = scene_->CreateChild("Mushroom");
  238. mushroomNode->SetPosition(pos);
  239. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  240. mushroomNode->SetScale(2.0f + Random(0.5f));
  241. auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  242. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  243. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  244. mushroomObject->SetCastShadows(true);
  245. // Create the navigation Obstacle component and set its height & radius proportional to scale
  246. auto* obstacle = mushroomNode->CreateComponent<Obstacle>();
  247. obstacle->SetRadius(mushroomNode->GetScale().x_);
  248. obstacle->SetHeight(mushroomNode->GetScale().y_);
  249. }
  250. void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
  251. {
  252. const Vector<SharedPtr<Node> >& boxes = boxGroup->GetChildren();
  253. for (unsigned i=0; i < boxes.Size(); ++i)
  254. {
  255. Node* box = boxes[i];
  256. Vector3 boxPos = box->GetPosition();
  257. float boxHalfSize = box->GetScale().x_ / 2;
  258. // Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
  259. Node* connectionStart = box->CreateChild("ConnectionStart");
  260. connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
  261. Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
  262. connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
  263. // Create the OffMeshConnection component to one node and link the other node
  264. auto* connection = connectionStart->CreateComponent<OffMeshConnection>();
  265. connection->SetEndPoint(connectionEnd);
  266. }
  267. }
  268. void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
  269. {
  270. auto* cache = GetSubsystem<ResourceCache>();
  271. Node* barrel = scene_->CreateChild("Barrel");
  272. auto* model = barrel->CreateComponent<StaticModel>();
  273. model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
  274. auto* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
  275. model->SetMaterial(material);
  276. material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
  277. model->SetCastShadows(true);
  278. for (unsigned i = 0; i < 20; ++i)
  279. {
  280. Node* clone = barrel->Clone();
  281. float size = 0.5f + Random(1.0f);
  282. clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
  283. clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)));
  284. auto* agent = clone->CreateComponent<CrowdAgent>();
  285. agent->SetRadius(clone->GetScale().x_ * 0.5f);
  286. agent->SetHeight(size);
  287. agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
  288. }
  289. barrel->Remove();
  290. }
  291. void CrowdNavigation::SetPathPoint(bool spawning)
  292. {
  293. Vector3 hitPos;
  294. Drawable* hitDrawable;
  295. if (Raycast(250.0f, hitPos, hitDrawable))
  296. {
  297. auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  298. Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
  299. Node* jackGroup = scene_->GetChild("Jacks");
  300. if (spawning)
  301. // Spawn a jack at the target position
  302. SpawnJack(pathPos, jackGroup);
  303. else
  304. // Set crowd agents target position
  305. scene_->GetComponent<CrowdManager>()->SetCrowdTarget(pathPos, jackGroup);
  306. }
  307. }
  308. void CrowdNavigation::AddOrRemoveObject()
  309. {
  310. // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
  311. Vector3 hitPos;
  312. Drawable* hitDrawable;
  313. if (Raycast(250.0f, hitPos, hitDrawable))
  314. {
  315. Node* hitNode = hitDrawable->GetNode();
  316. // Note that navmesh rebuild happens when the Obstacle component is removed
  317. if (hitNode->GetName() == "Mushroom")
  318. hitNode->Remove();
  319. else if (hitNode->GetName() == "Jack")
  320. hitNode->Remove();
  321. else
  322. CreateMushroom(hitPos);
  323. }
  324. }
  325. bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  326. {
  327. hitDrawable = nullptr;
  328. auto* ui = GetSubsystem<UI>();
  329. IntVector2 pos = ui->GetCursorPosition();
  330. // Check the cursor is visible and there is no UI element in front of the cursor
  331. if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
  332. return false;
  333. auto* graphics = GetSubsystem<Graphics>();
  334. auto* camera = cameraNode_->GetComponent<Camera>();
  335. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  336. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  337. PODVector<RayQueryResult> results;
  338. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  339. scene_->GetComponent<Octree>()->RaycastSingle(query);
  340. if (results.Size())
  341. {
  342. RayQueryResult& result = results[0];
  343. hitPos = result.position_;
  344. hitDrawable = result.drawable_;
  345. return true;
  346. }
  347. return false;
  348. }
  349. void CrowdNavigation::MoveCamera(float timeStep)
  350. {
  351. // Right mouse button controls mouse cursor visibility: hide when pressed
  352. auto* ui = GetSubsystem<UI>();
  353. auto* input = GetSubsystem<Input>();
  354. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  355. // Do not move if the UI has a focused element (the console)
  356. if (ui->GetFocusElement())
  357. return;
  358. // Movement speed as world units per second
  359. const float MOVE_SPEED = 20.0f;
  360. // Mouse sensitivity as degrees per pixel
  361. const float MOUSE_SENSITIVITY = 0.1f;
  362. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  363. // Only move the camera when the cursor is hidden
  364. if (!ui->GetCursor()->IsVisible())
  365. {
  366. IntVector2 mouseMove = input->GetMouseMove();
  367. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  368. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  369. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  370. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  371. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  372. }
  373. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  374. if (input->GetKeyDown(KEY_W))
  375. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  376. if (input->GetKeyDown(KEY_S))
  377. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  378. if (input->GetKeyDown(KEY_A))
  379. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  380. if (input->GetKeyDown(KEY_D))
  381. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  382. // Set destination or spawn a new jack with left mouse button
  383. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  384. SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
  385. // Add new obstacle or remove existing obstacle/agent with middle mouse button
  386. else if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
  387. AddOrRemoveObject();
  388. // Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
  389. if (input->GetKeyPress(KEY_F5))
  390. {
  391. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
  392. scene_->SaveXML(saveFile);
  393. }
  394. else if (input->GetKeyPress(KEY_F7))
  395. {
  396. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
  397. scene_->LoadXML(loadFile);
  398. }
  399. // Toggle debug geometry with space
  400. else if (input->GetKeyPress(KEY_SPACE))
  401. drawDebug_ = !drawDebug_;
  402. // Toggle instruction text with F12
  403. else if (input->GetKeyPress(KEY_F12))
  404. {
  405. if (instructionText_)
  406. instructionText_->SetVisible(!instructionText_->IsVisible());
  407. }
  408. }
  409. void CrowdNavigation::ToggleStreaming(bool enabled)
  410. {
  411. auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  412. if (enabled)
  413. {
  414. int maxTiles = (2 * streamingDistance_ + 1) * (2 * streamingDistance_ + 1);
  415. BoundingBox boundingBox = navMesh->GetBoundingBox();
  416. SaveNavigationData();
  417. navMesh->Allocate(boundingBox, maxTiles);
  418. }
  419. else
  420. navMesh->Build();
  421. }
  422. void CrowdNavigation::UpdateStreaming()
  423. {
  424. // Center the navigation mesh at the crowd of jacks
  425. Vector3 averageJackPosition;
  426. if (Node* jackGroup = scene_->GetChild("Jacks"))
  427. {
  428. const unsigned numJacks = jackGroup->GetNumChildren();
  429. for (unsigned i = 0; i < numJacks; ++i)
  430. averageJackPosition += jackGroup->GetChild(i)->GetWorldPosition();
  431. averageJackPosition /= (float)numJacks;
  432. }
  433. // Compute currently loaded area
  434. auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  435. const IntVector2 jackTile = navMesh->GetTileIndex(averageJackPosition);
  436. const IntVector2 numTiles = navMesh->GetNumTiles();
  437. const IntVector2 beginTile = VectorMax(IntVector2::ZERO, jackTile - IntVector2::ONE * streamingDistance_);
  438. const IntVector2 endTile = VectorMin(jackTile + IntVector2::ONE * streamingDistance_, numTiles - IntVector2::ONE);
  439. // Remove tiles
  440. for (HashSet<IntVector2>::Iterator i = addedTiles_.Begin(); i != addedTiles_.End();)
  441. {
  442. const IntVector2 tileIdx = *i;
  443. if (beginTile.x_ <= tileIdx.x_ && tileIdx.x_ <= endTile.x_ && beginTile.y_ <= tileIdx.y_ && tileIdx.y_ <= endTile.y_)
  444. ++i;
  445. else
  446. {
  447. navMesh->RemoveTile(tileIdx);
  448. i = addedTiles_.Erase(i);
  449. }
  450. }
  451. // Add tiles
  452. for (int z = beginTile.y_; z <= endTile.y_; ++z)
  453. for (int x = beginTile.x_; x <= endTile.x_; ++x)
  454. {
  455. const IntVector2 tileIdx(x, z);
  456. if (!navMesh->HasTile(tileIdx) && tileData_.Contains(tileIdx))
  457. {
  458. addedTiles_.Insert(tileIdx);
  459. navMesh->AddTile(tileData_[tileIdx]);
  460. }
  461. }
  462. }
  463. void CrowdNavigation::SaveNavigationData()
  464. {
  465. auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
  466. tileData_.Clear();
  467. addedTiles_.Clear();
  468. const IntVector2 numTiles = navMesh->GetNumTiles();
  469. for (int z = 0; z < numTiles.y_; ++z)
  470. for (int x = 0; x <= numTiles.x_; ++x)
  471. {
  472. const IntVector2 tileIdx = IntVector2(x, z);
  473. tileData_[tileIdx] = navMesh->GetTileData(tileIdx);
  474. }
  475. }
  476. void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  477. {
  478. using namespace Update;
  479. // Take the frame time step, which is stored as a float
  480. float timeStep = eventData[P_TIMESTEP].GetFloat();
  481. // Move the camera, scale movement with time step
  482. MoveCamera(timeStep);
  483. // Update streaming
  484. auto* input = GetSubsystem<Input>();
  485. if (input->GetKeyPress(KEY_TAB))
  486. {
  487. useStreaming_ = !useStreaming_;
  488. ToggleStreaming(useStreaming_);
  489. }
  490. if (useStreaming_)
  491. UpdateStreaming();
  492. }
  493. void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  494. {
  495. if (drawDebug_)
  496. {
  497. // Visualize navigation mesh, obstacles and off-mesh connections
  498. scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
  499. // Visualize agents' path and position to reach
  500. scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
  501. }
  502. }
  503. void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
  504. {
  505. using namespace CrowdAgentFailure;
  506. auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
  507. auto agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
  508. // If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
  509. if (agentState == CA_STATE_INVALID)
  510. {
  511. // Get a point on the navmesh using more generous extents
  512. Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
  513. // Set the new node position, CrowdAgent component will automatically reset the state of the agent
  514. node->SetPosition(newPos);
  515. }
  516. }
  517. void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
  518. {
  519. static const char* WALKING_ANI = "Models/Jack_Walk.ani";
  520. using namespace CrowdAgentReposition;
  521. auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
  522. auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
  523. Vector3 velocity = eventData[P_VELOCITY].GetVector3();
  524. float timeStep = eventData[P_TIMESTEP].GetFloat();
  525. // Only Jack agent has animation controller
  526. auto* animCtrl = node->GetComponent<AnimationController>();
  527. if (animCtrl)
  528. {
  529. float speed = velocity.Length();
  530. if (animCtrl->IsPlaying(WALKING_ANI))
  531. {
  532. float speedRatio = speed / agent->GetMaxSpeed();
  533. // Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
  534. node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
  535. // Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
  536. animCtrl->SetSpeed(WALKING_ANI, speedRatio * 1.5f);
  537. }
  538. else
  539. animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
  540. // If speed is too low then stop the animation
  541. if (speed < agent->GetRadius())
  542. animCtrl->Stop(WALKING_ANI, 0.5f);
  543. }
  544. }
  545. void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
  546. {
  547. using namespace CrowdAgentFormation;
  548. unsigned index = eventData[P_INDEX].GetUInt();
  549. unsigned size = eventData[P_SIZE].GetUInt();
  550. Vector3 position = eventData[P_POSITION].GetVector3();
  551. // The first agent will always move to the exact position, all other agents will select a random point nearby
  552. if (index)
  553. {
  554. auto* crowdManager = static_cast<CrowdManager*>(GetEventSender());
  555. auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
  556. eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
  557. }
  558. }