1 //
2 // Copyright (c) 2008-2017 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
23 #include <Urho3D/Core/CoreEvents.h>
24 #include <Urho3D/Engine/Engine.h>
25 #include <Urho3D/Graphics/AnimatedModel.h>
26 #include <Urho3D/Graphics/AnimationController.h>
27 #include <Urho3D/Graphics/Camera.h>
28 #include <Urho3D/Graphics/DebugRenderer.h>
29 #include <Urho3D/Graphics/Graphics.h>
30 #include <Urho3D/Graphics/Light.h>
31 #include <Urho3D/Graphics/Material.h>
32 #include <Urho3D/Graphics/Octree.h>
33 #include <Urho3D/Graphics/Renderer.h>
34 #include <Urho3D/Graphics/Zone.h>
35 #include <Urho3D/Input/Input.h>
36 #include <Urho3D/Navigation/CrowdAgent.h>
37 #include <Urho3D/Navigation/DynamicNavigationMesh.h>
38 #include <Urho3D/Navigation/Navigable.h>
39 #include <Urho3D/Navigation/NavigationEvents.h>
40 #include <Urho3D/Navigation/Obstacle.h>
41 #include <Urho3D/Navigation/OffMeshConnection.h>
42 #include <Urho3D/Resource/ResourceCache.h>
43 #include <Urho3D/Scene/Scene.h>
44 #include <Urho3D/UI/Font.h>
45 #include <Urho3D/UI/Text.h>
46 #include <Urho3D/UI/UI.h>
47
48 #include "CrowdNavigation.h"
49
50 #include <Urho3D/DebugNew.h>
51
52 static const String INSTRUCTION("instructionText");
53
URHO3D_DEFINE_APPLICATION_MAIN(CrowdNavigation)54 URHO3D_DEFINE_APPLICATION_MAIN(CrowdNavigation)
55
56 CrowdNavigation::CrowdNavigation(Context* context) :
57 Sample(context),
58 streamingDistance_(2),
59 drawDebug_(false)
60 {
61 }
62
Start()63 void CrowdNavigation::Start()
64 {
65 // Execute base class startup
66 Sample::Start();
67
68 // Create the scene content
69 CreateScene();
70
71 // Create the UI content
72 CreateUI();
73
74 // Setup the viewport for displaying the scene
75 SetupViewport();
76
77 // Hook up to the frame update and render post-update events
78 SubscribeToEvents();
79
80 // Set the mouse mode to use in the sample
81 Sample::InitMouseMode(MM_ABSOLUTE);
82 }
83
CreateScene()84 void CrowdNavigation::CreateScene()
85 {
86 ResourceCache* cache = GetSubsystem<ResourceCache>();
87
88 scene_ = new Scene(context_);
89
90 // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
91 // Also create a DebugRenderer component so that we can draw debug geometry
92 scene_->CreateComponent<Octree>();
93 scene_->CreateComponent<DebugRenderer>();
94
95 // Create scene node & StaticModel component for showing a static plane
96 Node* planeNode = scene_->CreateChild("Plane");
97 planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
98 StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
99 planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
100 planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
101
102 // Create a Zone component for ambient lighting & fog control
103 Node* zoneNode = scene_->CreateChild("Zone");
104 Zone* zone = zoneNode->CreateComponent<Zone>();
105 zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
106 zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
107 zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
108 zone->SetFogStart(100.0f);
109 zone->SetFogEnd(300.0f);
110
111 // Create a directional light to the world. Enable cascaded shadows on it
112 Node* lightNode = scene_->CreateChild("DirectionalLight");
113 lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
114 Light* light = lightNode->CreateComponent<Light>();
115 light->SetLightType(LIGHT_DIRECTIONAL);
116 light->SetCastShadows(true);
117 light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
118 // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
119 light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
120
121 // Create randomly sized boxes. If boxes are big enough, make them occluders
122 Node* boxGroup = scene_->CreateChild("Boxes");
123 for (unsigned i = 0; i < 20; ++i)
124 {
125 Node* boxNode = boxGroup->CreateChild("Box");
126 float size = 1.0f + Random(10.0f);
127 boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
128 boxNode->SetScale(size);
129 StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
130 boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
131 boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
132 boxObject->SetCastShadows(true);
133 if (size >= 3.0f)
134 boxObject->SetOccluder(true);
135 }
136
137 // Create a DynamicNavigationMesh component to the scene root
138 DynamicNavigationMesh* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
139 // Set small tiles to show navigation mesh streaming
140 navMesh->SetTileSize(32);
141 // Enable drawing debug geometry for obstacles and off-mesh connections
142 navMesh->SetDrawObstacles(true);
143 navMesh->SetDrawOffMeshConnections(true);
144 // Set the agent height large enough to exclude the layers under boxes
145 navMesh->SetAgentHeight(10.0f);
146 // Set nav mesh cell height to minimum (allows agents to be grounded)
147 navMesh->SetCellHeight(0.05f);
148 // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
149 // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
150 scene_->CreateComponent<Navigable>();
151 // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
152 // in the scene and still update the mesh correctly
153 navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
154 // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
155 // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
156 // it will use renderable geometry instead
157 navMesh->Build();
158
159 // Create an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
160 // Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
161 // Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
162 CreateBoxOffMeshConnections(navMesh, boxGroup);
163
164 // Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
165 for (unsigned i = 0; i < 100; ++i)
166 CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
167
168 // Create a CrowdManager component to the scene root
169 CrowdManager* crowdManager = scene_->CreateComponent<CrowdManager>();
170 CrowdObstacleAvoidanceParams params = crowdManager->GetObstacleAvoidanceParams(0);
171 // Set the params to "High (66)" setting
172 params.velBias = 0.5f;
173 params.adaptiveDivs = 7;
174 params.adaptiveRings = 3;
175 params.adaptiveDepth = 3;
176 crowdManager->SetObstacleAvoidanceParams(0, params);
177
178 // Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
179 CreateMovingBarrels(navMesh);
180
181 // Create Jack node as crowd agent
182 SpawnJack(Vector3(-5.0f, 0.0f, 20.0f), scene_->CreateChild("Jacks"));
183
184 // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
185 // we want it to be unaffected by scene load / save
186 cameraNode_ = new Node(context_);
187 Camera* camera = cameraNode_->CreateComponent<Camera>();
188 camera->SetFarClip(300.0f);
189
190 // Set an initial position for the camera scene node above the plane and looking down
191 cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
192 pitch_ = 80.0f;
193 cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
194 }
195
CreateUI()196 void CrowdNavigation::CreateUI()
197 {
198 ResourceCache* cache = GetSubsystem<ResourceCache>();
199 UI* ui = GetSubsystem<UI>();
200
201 // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
202 // control the camera, and when visible, it will point the raycast target
203 XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
204 SharedPtr<Cursor> cursor(new Cursor(context_));
205 cursor->SetStyleAuto(style);
206 ui->SetCursor(cursor);
207
208 // Set starting position of the cursor at the rendering window center
209 Graphics* graphics = GetSubsystem<Graphics>();
210 cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
211
212 // Construct new Text object, set string to display and font to use
213 Text* instructionText = ui->GetRoot()->CreateChild<Text>(INSTRUCTION);
214 instructionText->SetText(
215 "Use WASD keys to move, RMB to rotate view\n"
216 "LMB to set destination, SHIFT+LMB to spawn a Jack\n"
217 "MMB or O key to add obstacles or remove obstacles/agents\n"
218 "F5 to save scene, F7 to load\n"
219 "Tab to toggle navigation mesh streaming\n"
220 "Space to toggle debug geometry\n"
221 "F12 to toggle this instruction text"
222 );
223 instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
224 // The text has multiple rows. Center them in relation to each other
225 instructionText->SetTextAlignment(HA_CENTER);
226
227 // Position the text relative to the screen center
228 instructionText->SetHorizontalAlignment(HA_CENTER);
229 instructionText->SetVerticalAlignment(VA_CENTER);
230 instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
231 }
232
SetupViewport()233 void CrowdNavigation::SetupViewport()
234 {
235 Renderer* renderer = GetSubsystem<Renderer>();
236
237 // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
238 SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
239 renderer->SetViewport(0, viewport);
240 }
241
SubscribeToEvents()242 void CrowdNavigation::SubscribeToEvents()
243 {
244 // Subscribe HandleUpdate() function for processing update events
245 SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CrowdNavigation, HandleUpdate));
246
247 // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
248 SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(CrowdNavigation, HandlePostRenderUpdate));
249
250 // Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
251 // use a larger extents for finding a point on the navmesh to fix the agent's position
252 SubscribeToEvent(E_CROWD_AGENT_FAILURE, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
253
254 // Subscribe HandleCrowdAgentReposition() function for controlling the animation
255 SubscribeToEvent(E_CROWD_AGENT_REPOSITION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
256
257 // Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
258 SubscribeToEvent(E_CROWD_AGENT_FORMATION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
259 }
260
SpawnJack(const Vector3 & pos,Node * jackGroup)261 void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
262 {
263 ResourceCache* cache = GetSubsystem<ResourceCache>();
264 SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
265 jackNode->SetPosition(pos);
266 AnimatedModel* modelObject = jackNode->CreateComponent<AnimatedModel>();
267 modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
268 modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
269 modelObject->SetCastShadows(true);
270 jackNode->CreateComponent<AnimationController>();
271
272 // Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
273 CrowdAgent* agent = jackNode->CreateComponent<CrowdAgent>();
274 agent->SetHeight(2.0f);
275 agent->SetMaxSpeed(3.0f);
276 agent->SetMaxAccel(5.0f);
277 }
278
CreateMushroom(const Vector3 & pos)279 void CrowdNavigation::CreateMushroom(const Vector3& pos)
280 {
281 ResourceCache* cache = GetSubsystem<ResourceCache>();
282
283 Node* mushroomNode = scene_->CreateChild("Mushroom");
284 mushroomNode->SetPosition(pos);
285 mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
286 mushroomNode->SetScale(2.0f + Random(0.5f));
287 StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
288 mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
289 mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
290 mushroomObject->SetCastShadows(true);
291
292 // Create the navigation Obstacle component and set its height & radius proportional to scale
293 Obstacle* obstacle = mushroomNode->CreateComponent<Obstacle>();
294 obstacle->SetRadius(mushroomNode->GetScale().x_);
295 obstacle->SetHeight(mushroomNode->GetScale().y_);
296 }
297
CreateBoxOffMeshConnections(DynamicNavigationMesh * navMesh,Node * boxGroup)298 void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
299 {
300 const Vector<SharedPtr<Node> >& boxes = boxGroup->GetChildren();
301 for (unsigned i=0; i < boxes.Size(); ++i)
302 {
303 Node* box = boxes[i];
304 Vector3 boxPos = box->GetPosition();
305 float boxHalfSize = box->GetScale().x_ / 2;
306
307 // Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
308 Node* connectionStart = box->CreateChild("ConnectionStart");
309 connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
310 Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
311 connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
312
313 // Create the OffMeshConnection component to one node and link the other node
314 OffMeshConnection* connection = connectionStart->CreateComponent<OffMeshConnection>();
315 connection->SetEndPoint(connectionEnd);
316 }
317 }
318
CreateMovingBarrels(DynamicNavigationMesh * navMesh)319 void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
320 {
321 ResourceCache* cache = GetSubsystem<ResourceCache>();
322 Node* barrel = scene_->CreateChild("Barrel");
323 StaticModel* model = barrel->CreateComponent<StaticModel>();
324 model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
325 Material* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
326 model->SetMaterial(material);
327 material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
328 model->SetCastShadows(true);
329 for (unsigned i = 0; i < 20; ++i)
330 {
331 Node* clone = barrel->Clone();
332 float size = 0.5f + Random(1.0f);
333 clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
334 clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)));
335 CrowdAgent* agent = clone->CreateComponent<CrowdAgent>();
336 agent->SetRadius(clone->GetScale().x_ * 0.5f);
337 agent->SetHeight(size);
338 agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
339 }
340 barrel->Remove();
341 }
342
SetPathPoint(bool spawning)343 void CrowdNavigation::SetPathPoint(bool spawning)
344 {
345 Vector3 hitPos;
346 Drawable* hitDrawable;
347
348 if (Raycast(250.0f, hitPos, hitDrawable))
349 {
350 DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
351 Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
352 Node* jackGroup = scene_->GetChild("Jacks");
353 if (spawning)
354 // Spawn a jack at the target position
355 SpawnJack(pathPos, jackGroup);
356 else
357 // Set crowd agents target position
358 scene_->GetComponent<CrowdManager>()->SetCrowdTarget(pathPos, jackGroup);
359 }
360 }
361
AddOrRemoveObject()362 void CrowdNavigation::AddOrRemoveObject()
363 {
364 // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
365 Vector3 hitPos;
366 Drawable* hitDrawable;
367
368 if (Raycast(250.0f, hitPos, hitDrawable))
369 {
370 Node* hitNode = hitDrawable->GetNode();
371
372 // Note that navmesh rebuild happens when the Obstacle component is removed
373 if (hitNode->GetName() == "Mushroom")
374 hitNode->Remove();
375 else if (hitNode->GetName() == "Jack")
376 hitNode->Remove();
377 else
378 CreateMushroom(hitPos);
379 }
380 }
381
Raycast(float maxDistance,Vector3 & hitPos,Drawable * & hitDrawable)382 bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
383 {
384 hitDrawable = 0;
385
386 UI* ui = GetSubsystem<UI>();
387 IntVector2 pos = ui->GetCursorPosition();
388 // Check the cursor is visible and there is no UI element in front of the cursor
389 if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
390 return false;
391
392 Graphics* graphics = GetSubsystem<Graphics>();
393 Camera* camera = cameraNode_->GetComponent<Camera>();
394 Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
395 // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
396 PODVector<RayQueryResult> results;
397 RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
398 scene_->GetComponent<Octree>()->RaycastSingle(query);
399 if (results.Size())
400 {
401 RayQueryResult& result = results[0];
402 hitPos = result.position_;
403 hitDrawable = result.drawable_;
404 return true;
405 }
406
407 return false;
408 }
409
MoveCamera(float timeStep)410 void CrowdNavigation::MoveCamera(float timeStep)
411 {
412 // Right mouse button controls mouse cursor visibility: hide when pressed
413 UI* ui = GetSubsystem<UI>();
414 Input* input = GetSubsystem<Input>();
415 ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
416
417 // Do not move if the UI has a focused element (the console)
418 if (ui->GetFocusElement())
419 return;
420
421 // Movement speed as world units per second
422 const float MOVE_SPEED = 20.0f;
423 // Mouse sensitivity as degrees per pixel
424 const float MOUSE_SENSITIVITY = 0.1f;
425
426 // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
427 // Only move the camera when the cursor is hidden
428 if (!ui->GetCursor()->IsVisible())
429 {
430 IntVector2 mouseMove = input->GetMouseMove();
431 yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
432 pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
433 pitch_ = Clamp(pitch_, -90.0f, 90.0f);
434
435 // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
436 cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
437 }
438
439 // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
440 if (input->GetKeyDown(KEY_W))
441 cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
442 if (input->GetKeyDown(KEY_S))
443 cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
444 if (input->GetKeyDown(KEY_A))
445 cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
446 if (input->GetKeyDown(KEY_D))
447 cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
448
449 // Set destination or spawn a new jack with left mouse button
450 if (input->GetMouseButtonPress(MOUSEB_LEFT))
451 SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
452 // Add new obstacle or remove existing obstacle/agent with middle mouse button
453 else if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
454 AddOrRemoveObject();
455
456 // Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
457 if (input->GetKeyPress(KEY_F5))
458 {
459 File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
460 scene_->SaveXML(saveFile);
461 }
462 else if (input->GetKeyPress(KEY_F7))
463 {
464 File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
465 scene_->LoadXML(loadFile);
466 }
467
468 // Toggle debug geometry with space
469 else if (input->GetKeyPress(KEY_SPACE))
470 drawDebug_ = !drawDebug_;
471
472 // Toggle instruction text with F12
473 else if (input->GetKeyPress(KEY_F12))
474 {
475 UIElement* instruction = ui->GetRoot()->GetChild(INSTRUCTION);
476 instruction->SetVisible(!instruction->IsVisible());
477 }
478 }
479
ToggleStreaming(bool enabled)480 void CrowdNavigation::ToggleStreaming(bool enabled)
481 {
482 DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
483 if (enabled)
484 {
485 int maxTiles = (2 * streamingDistance_ + 1) * (2 * streamingDistance_ + 1);
486 BoundingBox boundingBox = navMesh->GetBoundingBox();
487 SaveNavigationData();
488 navMesh->Allocate(boundingBox, maxTiles);
489 }
490 else
491 navMesh->Build();
492 }
493
UpdateStreaming()494 void CrowdNavigation::UpdateStreaming()
495 {
496 // Center the navigation mesh at the crowd of jacks
497 Vector3 averageJackPosition;
498 if (Node* jackGroup = scene_->GetChild("Jacks"))
499 {
500 const unsigned numJacks = jackGroup->GetNumChildren();
501 for (unsigned i = 0; i < numJacks; ++i)
502 averageJackPosition += jackGroup->GetChild(i)->GetWorldPosition();
503 averageJackPosition /= (float)numJacks;
504 }
505
506 // Compute currently loaded area
507 DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
508 const IntVector2 jackTile = navMesh->GetTileIndex(averageJackPosition);
509 const IntVector2 numTiles = navMesh->GetNumTiles();
510 const IntVector2 beginTile = VectorMax(IntVector2::ZERO, jackTile - IntVector2::ONE * streamingDistance_);
511 const IntVector2 endTile = VectorMin(jackTile + IntVector2::ONE * streamingDistance_, numTiles - IntVector2::ONE);
512
513 // Remove tiles
514 for (HashSet<IntVector2>::Iterator i = addedTiles_.Begin(); i != addedTiles_.End();)
515 {
516 const IntVector2 tileIdx = *i;
517 if (beginTile.x_ <= tileIdx.x_ && tileIdx.x_ <= endTile.x_ && beginTile.y_ <= tileIdx.y_ && tileIdx.y_ <= endTile.y_)
518 ++i;
519 else
520 {
521 navMesh->RemoveTile(tileIdx);
522 i = addedTiles_.Erase(i);
523 }
524 }
525
526 // Add tiles
527 for (int z = beginTile.y_; z <= endTile.y_; ++z)
528 for (int x = beginTile.x_; x <= endTile.x_; ++x)
529 {
530 const IntVector2 tileIdx(x, z);
531 if (!navMesh->HasTile(tileIdx) && tileData_.Contains(tileIdx))
532 {
533 addedTiles_.Insert(tileIdx);
534 navMesh->AddTile(tileData_[tileIdx]);
535 }
536 }
537 }
538
SaveNavigationData()539 void CrowdNavigation::SaveNavigationData()
540 {
541 DynamicNavigationMesh* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
542 tileData_.Clear();
543 addedTiles_.Clear();
544 const IntVector2 numTiles = navMesh->GetNumTiles();
545 for (int z = 0; z < numTiles.y_; ++z)
546 for (int x = 0; x <= numTiles.x_; ++x)
547 {
548 const IntVector2 tileIdx = IntVector2(x, z);
549 tileData_[tileIdx] = navMesh->GetTileData(tileIdx);
550 }
551 }
552
HandleUpdate(StringHash eventType,VariantMap & eventData)553 void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
554 {
555 using namespace Update;
556
557 // Take the frame time step, which is stored as a float
558 float timeStep = eventData[P_TIMESTEP].GetFloat();
559
560 // Move the camera, scale movement with time step
561 MoveCamera(timeStep);
562
563 // Update streaming
564 Input* input = GetSubsystem<Input>();
565 if (input->GetKeyPress(KEY_TAB))
566 {
567 useStreaming_ = !useStreaming_;
568 ToggleStreaming(useStreaming_);
569 }
570 if (useStreaming_)
571 UpdateStreaming();
572
573 }
574
HandlePostRenderUpdate(StringHash eventType,VariantMap & eventData)575 void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
576 {
577 if (drawDebug_)
578 {
579 // Visualize navigation mesh, obstacles and off-mesh connections
580 scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
581 // Visualize agents' path and position to reach
582 scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
583 }
584 }
585
HandleCrowdAgentFailure(StringHash eventType,VariantMap & eventData)586 void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
587 {
588 using namespace CrowdAgentFailure;
589
590 Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
591 CrowdAgentState agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
592
593 // If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
594 if (agentState == CA_STATE_INVALID)
595 {
596 // Get a point on the navmesh using more generous extents
597 Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
598 // Set the new node position, CrowdAgent component will automatically reset the state of the agent
599 node->SetPosition(newPos);
600 }
601 }
602
HandleCrowdAgentReposition(StringHash eventType,VariantMap & eventData)603 void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
604 {
605 static const char* WALKING_ANI = "Models/Jack_Walk.ani";
606
607 using namespace CrowdAgentReposition;
608
609 Node* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
610 CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
611 Vector3 velocity = eventData[P_VELOCITY].GetVector3();
612 float timeStep = eventData[P_TIMESTEP].GetFloat();
613
614 // Only Jack agent has animation controller
615 AnimationController* animCtrl = node->GetComponent<AnimationController>();
616 if (animCtrl)
617 {
618 float speed = velocity.Length();
619 if (animCtrl->IsPlaying(WALKING_ANI))
620 {
621 float speedRatio = speed / agent->GetMaxSpeed();
622 // Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
623 node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
624 // Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
625 animCtrl->SetSpeed(WALKING_ANI, speedRatio * 1.5f);
626 }
627 else
628 animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
629
630 // If speed is too low then stop the animation
631 if (speed < agent->GetRadius())
632 animCtrl->Stop(WALKING_ANI, 0.5f);
633 }
634 }
635
HandleCrowdAgentFormation(StringHash eventType,VariantMap & eventData)636 void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
637 {
638 using namespace CrowdAgentFormation;
639
640 unsigned index = eventData[P_INDEX].GetUInt();
641 unsigned size = eventData[P_SIZE].GetUInt();
642 Vector3 position = eventData[P_POSITION].GetVector3();
643
644 // The first agent will always move to the exact position, all other agents will select a random point nearby
645 if (index)
646 {
647 CrowdManager* crowdManager = static_cast<CrowdManager*>(GetEventSender());
648 CrowdAgent* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
649 eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
650 }
651 }
652