| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612 |
- -- CrowdNavigation example.
- -- This sample demonstrates:
- -- - Generating a dynamic navigation mesh into the scene
- -- - Performing path queries to the navigation mesh
- -- - Adding and removing obstacles/agents at runtime
- -- - Raycasting drawable components
- -- - Crowd movement management
- -- - Accessing crowd agents with the crowd manager
- -- - Using off-mesh connections to make boxes climbable
- -- - Using agents to simulate moving obstacles
- require "LuaScripts/Utilities/Sample"
- local INSTRUCTION = "instructionText"
- local useStreaming = false
- local streamingDistance = 2
- local navigationTiles = {}
- local addedTiles = {}
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Create the scene content
- CreateScene()
- -- Create the UI content
- CreateUI()
- -- Setup the viewport for displaying the scene
- SetupViewport()
- -- Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_RELATIVE)
- -- Hook up to the frame update and render post-update events
- SubscribeToEvents()
- end
- function CreateScene()
- scene_ = Scene()
- -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- -- Also create a DebugRenderer component so that we can draw debug geometry
- scene_:CreateComponent("Octree")
- scene_:CreateComponent("DebugRenderer")
- -- Create scene node & StaticModel component for showing a static plane
- local planeNode = scene_:CreateChild("Plane")
- planeNode.scale = Vector3(100.0, 1.0, 100.0)
- local planeObject = planeNode:CreateComponent("StaticModel")
- planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
- planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
- -- Create a Zone component for ambient lighting & fog control
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.15, 0.15, 0.15)
- zone.fogColor = Color(0.5, 0.5, 0.7)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a directional light to the world. Enable cascaded shadows on it
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.6, -1.0, 0.8)
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00025, 0.5)
- -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
- -- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
- -- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
- local boxGroup = scene_:CreateChild("Boxes")
- for i = 1, 20 do
- local boxNode = boxGroup:CreateChild("Box")
- local size = 1.0 + Random(10.0)
- boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
- boxNode:SetScale(size)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
- boxObject.castShadows = true
- if size >= 3.0 then
- boxObject.occluder = true
- end
- end
- -- Create a DynamicNavigationMesh component to the scene root
- local navMesh = scene_:CreateComponent("DynamicNavigationMesh")
- -- Set small tiles to show navigation mesh streaming
- navMesh.tileSize = 32
- -- Enable drawing debug geometry for obstacles and off-mesh connections
- navMesh.drawObstacles = true
- navMesh.drawOffMeshConnections = true
- -- Set the agent height large enough to exclude the layers under boxes
- navMesh.agentHeight = 10
- -- Set nav mesh cell height to minimum (allows agents to be grounded)
- navMesh.cellHeight = 0.05
- -- Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
- -- navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
- scene_:CreateComponent("Navigable")
- -- Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
- -- in the scene and still update the mesh correctly
- navMesh.padding = Vector3(0.0, 10.0, 0.0)
- -- Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
- -- physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
- -- it will use renderable geometry instead
- navMesh:Build()
- -- Create an off-mesh connection for each box to make it climbable (tiny boxes are skipped).
- -- Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
- -- Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
- CreateBoxOffMeshConnections(navMesh, boxGroup)
- -- Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
- for i = 1, 100 do
- CreateMushroom(Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0))
- end
- -- Create a CrowdManager component to the scene root (mandatory for crowd agents)
- local crowdManager = scene_:CreateComponent("CrowdManager")
- local params = crowdManager:GetObstacleAvoidanceParams(0)
- -- Set the params to "High (66)" setting
- params.velBias = 0.5
- params.adaptiveDivs = 7
- params.adaptiveRings = 3
- params.adaptiveDepth = 3
- crowdManager:SetObstacleAvoidanceParams(0, params)
- -- Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
- CreateMovingBarrels(navMesh)
- -- Create Jack node as crowd agent
- SpawnJack(Vector3(-5, 0, 20), scene_:CreateChild("Jacks"))
- -- Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
- -- the scene, because we want it to be unaffected by scene load / save
- cameraNode = Node()
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
- -- Set an initial position for the camera scene node above the plane and looking down
- cameraNode.position = Vector3(0.0, 50.0, 0.0)
- pitch = 80.0
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- end
- function CreateUI()
- -- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
- -- control the camera, and when visible, it will point the raycast target
- local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
- local cursor = Cursor:new()
- cursor:SetStyleAuto(style)
- ui.cursor = cursor
- -- Set starting position of the cursor at the rendering window center
- cursor:SetPosition(graphics.width / 2, graphics.height / 2)
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text", INSTRUCTION)
- instructionText.text = "Use WASD keys to move, RMB to rotate view\n"..
- "LMB to set destination, SHIFT+LMB to spawn a Jack\n"..
- "MMB or O key to add obstacles or remove obstacles/agents\n"..
- "F5 to save scene, F7 to load\n"..
- "Tab to toggle navigation mesh streaming\n"..
- "Space to toggle debug geometry\n"..
- "F12 to toggle this instruction text"
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- The text has multiple rows. Center them in relation to each other
- instructionText.textAlignment = HA_CENTER
- -- Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER
- instructionText.verticalAlignment = VA_CENTER
- instructionText:SetPosition(0, ui.root.height / 4)
- end
- function SetupViewport()
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
- SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
- -- Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
- -- use a larger extents for finding a point on the navmesh to fix the agent's position
- SubscribeToEvent("CrowdAgentFailure", "HandleCrowdAgentFailure")
- -- Subscribe HandleCrowdAgentReposition() function for controlling the animation
- SubscribeToEvent("CrowdAgentReposition", "HandleCrowdAgentReposition")
- -- Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
- SubscribeToEvent("CrowdAgentFormation", "HandleCrowdAgentFormation")
- end
- function SpawnJack(pos, jackGroup)
- local jackNode = jackGroup:CreateChild("Jack")
- jackNode.position = pos
- local modelObject = jackNode:CreateComponent("AnimatedModel")
- modelObject.model = cache:GetResource("Model", "Models/Jack.mdl")
- modelObject.material = cache:GetResource("Material", "Materials/Jack.xml")
- modelObject.castShadows = true
- jackNode:CreateComponent("AnimationController")
- -- Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
- local agent = jackNode:CreateComponent("CrowdAgent")
- agent.height = 2.0
- agent.maxSpeed = 3.0
- agent.maxAccel = 5.0
- end
- function CreateMushroom(pos)
- local mushroomNode = scene_:CreateChild("Mushroom")
- mushroomNode.position = pos
- mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
- mushroomNode:SetScale(2.0 + Random(0.5))
- local mushroomObject = mushroomNode:CreateComponent("StaticModel")
- mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
- mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
- mushroomObject.castShadows = true
- -- Create the navigation Obstacle component and set its height & radius proportional to scale
- local obstacle = mushroomNode:CreateComponent("Obstacle")
- obstacle.radius = mushroomNode.scale.x
- obstacle.height = mushroomNode.scale.y
- end
- function CreateBoxOffMeshConnections(navMesh, boxGroup)
- boxes = boxGroup:GetChildren()
- for i, box in ipairs(boxes) do
- local boxPos = box.position
- local boxHalfSize = box.scale.x / 2
- -- Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
- local connectionStart = box:CreateChild("ConnectionStart")
- connectionStart.worldPosition = navMesh:FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0)) -- Base of box
- local connectionEnd = connectionStart:CreateChild("ConnectionEnd")
- connectionEnd.worldPosition = navMesh:FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0)) -- Top of box
- -- Create the OffMeshConnection component to one node and link the other node
- local connection = connectionStart:CreateComponent("OffMeshConnection")
- connection.endPoint = connectionEnd
- end
- end
- function CreateMovingBarrels(navMesh)
- local barrel = scene_:CreateChild("Barrel")
- local model = barrel:CreateComponent("StaticModel")
- model.model = cache:GetResource("Model", "Models/Cylinder.mdl")
- model.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
- model.material:SetTexture(TU_DIFFUSE, cache:GetResource("Texture2D", "Textures/TerrainDetail2.dds"))
- model.castShadows = true
- for i = 1, 20 do
- local clone = barrel:Clone()
- local size = 0.5 + Random(1)
- clone.scale = Vector3(size / 1.5, size * 2, size / 1.5)
- clone.position = navMesh:FindNearestPoint(Vector3(Random(80.0) - 40.0, size * 0.5 , Random(80.0) - 40.0))
- local agent = clone:CreateComponent("CrowdAgent")
- agent.radius = clone.scale.x * 0.5
- agent.height = size
- agent.navigationQuality = NAVIGATIONQUALITY_LOW
- end
- barrel:Remove()
- end
- function SetPathPoint(spawning)
- local hitPos, hitDrawable = Raycast(250.0)
- if hitDrawable then
- local navMesh = scene_:GetComponent("DynamicNavigationMesh")
- local pathPos = navMesh:FindNearestPoint(hitPos, Vector3.ONE)
- local jackGroup = scene_:GetChild("Jacks")
- if spawning then
- -- Spawn a jack at the target position
- SpawnJack(pathPos, jackGroup)
- else
- -- Set crowd agents target position
- scene_:GetComponent("CrowdManager"):SetCrowdTarget(pathPos, jackGroup)
- end
- end
- end
- function AddOrRemoveObject()
- -- Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
- local hitPos, hitDrawable = Raycast(250.0)
- if hitDrawable then
- local hitNode = hitDrawable.node
- if hitNode.name == "Mushroom" then
- hitNode:Remove()
- elseif hitNode.name == "Jack" then
- hitNode:Remove()
- else
- CreateMushroom(hitPos)
- end
- end
- end
- function Raycast(maxDistance)
- local pos = ui.cursorPosition
- -- Check the cursor is visible and there is no UI element in front of the cursor
- if (not ui.cursor.visible) or (ui:GetElementAt(pos, true) ~= nil) then
- return nil, nil
- end
- local camera = cameraNode:GetComponent("Camera")
- local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
- -- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- local octree = scene_:GetComponent("Octree")
- local result = octree:RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
- if result.drawable ~= nil then
- return result.position, result.drawable
- end
- return nil, nil
- end
- function MoveCamera(timeStep)
- input.mouseVisible = input.mouseMode ~= MM_RELATIVE
- mouseDown = input:GetMouseButtonDown(MOUSEB_RIGHT)
- -- Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
- input.mouseGrabbed = mouseDown
- -- Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = not mouseDown
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- -- Only move the camera when the cursor is hidden
- if not ui.cursor.visible then
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- end
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- -- Set destination or spawn a jack with left mouse button
- if input:GetMouseButtonPress(MOUSEB_LEFT) then
- SetPathPoint(input:GetQualifierDown(QUAL_SHIFT))
- -- Add new obstacle or remove existing obstacle/agent with middle mouse button
- elseif input:GetMouseButtonPress(MOUSEB_MIDDLE) or input:GetKeyPress(KEY_O) then
- AddOrRemoveObject()
- end
- -- Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
- if input:GetKeyPress(KEY_F5) then
- scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/CrowdNavigation.xml")
- elseif input:GetKeyPress(KEY_F7) then
- scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/CrowdNavigation.xml")
- -- Toggle debug geometry with space
- elseif input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- -- Toggle instruction text with F12
- elseif input:GetKeyPress(KEY_F12) then
- instruction = ui.root:GetChild(INSTRUCTION)
- instruction.visible = not instruction.visible
- end
- end
- function ToggleStreaming(enabled)
- local navMesh = scene_:GetComponent("DynamicNavigationMesh")
- if enabled then
- local maxTiles = (2 * streamingDistance + 1) * (2 * streamingDistance + 1)
- local boundingBox = BoundingBox(navMesh.boundingBox)
- SaveNavigationData()
- navMesh:Allocate(boundingBox, maxTiles)
- else
- navMesh:Build()
- end
- end
- function UpdateStreaming()
- local navMesh = scene_:GetComponent("DynamicNavigationMesh")
- -- Center the navigation mesh at the jacks crowd
- local averageJackPosition = Vector3(0, 0, 0)
- local jackGroup = scene_:GetChild("Jacks")
- if jackGroup then
- for i = 0,jackGroup:GetNumChildren()-1 do
- averageJackPosition = averageJackPosition + jackGroup:GetChild(i).worldPosition
- end
- averageJackPosition = averageJackPosition / jackGroup:GetNumChildren()
- end
- local jackTile = navMesh:GetTileIndex(averageJackPosition)
- local beginTile = VectorMax(IntVector2(0, 0), jackTile - IntVector2(1, 1) * streamingDistance)
- local endTile = VectorMin(jackTile + IntVector2(1, 1) * streamingDistance, navMesh.numTiles - IntVector2(1, 1))
- -- Remove tiles
- local numTiles = navMesh.numTiles
- for i,tileIdx in pairs(addedTiles) do
- if not (beginTile.x <= tileIdx.x and tileIdx.x <= endTile.x and beginTile.y <= tileIdx.y and tileIdx.y <= endTile.y) then
- addedTiles[i] = nil
- navMesh:RemoveTile(tileIdx)
- end
- end
- -- Add tiles
- for z = beginTile.y, endTile.y do
- for x = beginTile.x, endTile.x do
- local i = z * numTiles.x + x
- if not navMesh:HasTile(IntVector2(x, z)) and navigationTiles[i] then
- addedTiles[i] = IntVector2(x, z)
- navMesh:AddTile(navigationTiles[i])
- end
- end
- end
- end
- function SaveNavigationData()
- local navMesh = scene_:GetComponent("DynamicNavigationMesh")
- navigationTiles = {}
- addedTiles = {}
- local numTiles = navMesh.numTiles
- for z = 0, numTiles.y - 1 do
- for x = 0, numTiles.x - 1 do
- local i = z * numTiles.x + x
- navigationTiles[i] = navMesh:GetTileData(IntVector2(x, z))
- end
- end
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData["TimeStep"]:GetFloat()
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- -- Update streaming
- if input:GetKeyPress(KEY_TAB) then
- useStreaming = not useStreaming
- ToggleStreaming(useStreaming)
- end
- if useStreaming then
- UpdateStreaming()
- end
- end
- function HandlePostRenderUpdate(eventType, eventData)
- if drawDebug then
- -- Visualize navigation mesh, obstacles and off-mesh connections
- scene_:GetComponent("DynamicNavigationMesh"):DrawDebugGeometry(true)
- -- Visualize agents' path and position to reach
- scene_:GetComponent("CrowdManager"):DrawDebugGeometry(true)
- end
- end
- function HandleCrowdAgentFailure(eventType, eventData)
- local node = eventData["Node"]:GetPtr("Node")
- local agentState = eventData["CrowdAgentState"]:GetInt()
- -- If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
- if agentState == CA_STATE_INVALID then
- -- Get a point on the navmesh using more generous extents
- local newPos = scene_:GetComponent("DynamicNavigationMesh"):FindNearestPoint(node.position, Vector3(5, 5, 5))
- -- Set the new node position, CrowdAgent component will automatically reset the state of the agent
- node.position = newPos
- end
- end
- function HandleCrowdAgentReposition(eventType, eventData)
- local WALKING_ANI = "Models/Jack_Walk.ani"
- local node = eventData["Node"]:GetPtr("Node")
- local agent = eventData["CrowdAgent"]:GetPtr("CrowdAgent")
- local velocity = eventData["Velocity"]:GetVector3()
- local timeStep = eventData["TimeStep"]:GetFloat()
- -- Only Jack agent has animation controller
- local animCtrl = node:GetComponent("AnimationController")
- if animCtrl ~= nil then
- local speed = velocity:Length()
- if animCtrl:IsPlaying(WALKING_ANI) then
- local speedRatio = speed / agent.maxSpeed
- -- Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
- node.rotation = node.rotation:Slerp(Quaternion(Vector3.FORWARD, velocity), 10.0 * timeStep * speedRatio)
- -- Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
- animCtrl:SetSpeed(WALKING_ANI, speedRatio * 1.5)
- else
- animCtrl:Play(WALKING_ANI, 0, true, 0.1)
- end
- -- If speed is too low then stop the animation
- if speed < agent.radius then
- animCtrl:Stop(WALKING_ANI, 0.5)
- end
- end
- end
- function HandleCrowdAgentFormation(eventType, eventData)
- local index = eventData["Index"]:GetUInt()
- local size = eventData["Size"]:GetUInt()
- local position = eventData["Position"]:GetVector3()
- -- The first agent will always move to the exact position, all other agents will select a random point nearby
- if index > 0 then
- local crowdManager = GetEventSender()
- local agent = eventData["CrowdAgent"]:GetPtr("CrowdAgent")
- eventData["Position"] = crowdManager:GetRandomPointInCircle(position, agent.radius, agent.queryFilterType)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- 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=\"Spawn\" />" ..
- " </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>"
- end
|