191 lines
4.1 KiB
C++
191 lines
4.1 KiB
C++
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#ifndef CROWDTOOL_H
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#define CROWDTOOL_H
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#include "Sample.h"
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#include "DetourNavMesh.h"
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// Tool to create crowds.
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enum BodyType
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{
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BODY_CIRCLE = 0,
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BODY_CAPSULE = 1,
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};
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struct Body
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{
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float p[3], q[3]; // Position of the obstacle
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float vel[3]; // Velocity of the obstacle
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float dvel[3]; // Velocity of the obstacle
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float rad; // Radius of the obstacle
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int type; // Type of the obstacle (see ObstacleType)
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};
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static const int RVO_SAMPLE_RAD = 15;
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static const int MAX_RVO_SAMPLES = (RVO_SAMPLE_RAD*2+1)*(RVO_SAMPLE_RAD*2+1) + 100;
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struct RVO
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{
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inline RVO() : ns(0) {}
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float spos[MAX_RVO_SAMPLES*3];
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float scs[MAX_RVO_SAMPLES];
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float spen[MAX_RVO_SAMPLES];
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float svpen[MAX_RVO_SAMPLES];
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float svcpen[MAX_RVO_SAMPLES];
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float sspen[MAX_RVO_SAMPLES];
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float stpen[MAX_RVO_SAMPLES];
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int ns;
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};
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enum AgentTargetState
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{
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AGENT_TARGET_NONE = 0,
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AGENT_TARGET_SET = 1,
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AGENT_TARGET_ACQUIRED = 2,
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AGENT_TARGET_PATH = 3,
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AGENT_TARGET_FAILED = 4,
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};
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static const int AGENT_MAX_PATH = 256;
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static const int AGENT_MAX_CORNERS = 4;
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static const int AGENT_MAX_TRAIL = 64;
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static const int AGENT_MAX_COLSEGS = 32;
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enum AgentApproach
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{
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AGENT_APPROACH_CORNER = 0,
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AGENT_APPROACH_OFFMESH_CON = 0,
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AGENT_APPROACH_END = 0,
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};
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struct Agent
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{
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float pos[3];
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float radius, height;
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float dvel[3];
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float nvel[3];
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float vel[3];
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float npos[3];
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float disp[3];
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float maxspeed;
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float t;
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float var;
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RVO rvo;
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float colradius;
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float colcenter[3];
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float colsegs[AGENT_MAX_COLSEGS*6];
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int ncolsegs;
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float trail[AGENT_MAX_TRAIL*3];
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int htrail;
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unsigned char targetState;
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float target[3];
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dtPolyRef targetRef;
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dtPolyRef path[AGENT_MAX_PATH];
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int npath;
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float corners[AGENT_MAX_CORNERS*3];
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int ncorners;
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unsigned char active;
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};
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enum UpdateFlags
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{
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CROWDMAN_ANTICIPATE_TURNS = 1,
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CROWDMAN_USE_VO = 2,
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CROWDMAN_DRUNK = 4,
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};
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class CrowdManager
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{
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static const int MAX_AGENTS = 32;
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Agent m_agents[MAX_AGENTS];
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int m_shortcutIter;
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public:
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CrowdManager();
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~CrowdManager();
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void reset();
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const Agent* getAgent(const int idx);
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const int getAgentCount() const;
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int addAgent(const float* pos, const float radius, const float height);
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void removeAgent(const int idx);
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void setMoveTarget(const int idx, const float* pos);
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void update(const float dt, unsigned int flags, dtNavMeshQuery* navquery);
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};
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class CrowdTool : public SampleTool
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{
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Sample* m_sample;
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float m_targetPos[3];
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bool m_targetPosSet;
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bool m_expandDebugDraw;
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bool m_showLabels;
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bool m_showCorners;
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bool m_showTargets;
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bool m_showCollisionSegments;
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bool m_showPath;
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bool m_showVO;
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bool m_expandOptions;
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bool m_anticipateTurns;
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bool m_useVO;
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bool m_drunkMove;
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bool m_run;
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CrowdManager m_crowd;
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enum ToolMode
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{
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TOOLMODE_CREATE,
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TOOLMODE_MOVE,
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};
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ToolMode m_mode;
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public:
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CrowdTool();
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~CrowdTool();
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virtual int type() { return TOOL_CROWD; }
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virtual void init(Sample* sample);
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virtual void reset();
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virtual void handleMenu();
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virtual void handleClick(const float* s, const float* p, bool shift);
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virtual void handleStep();
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virtual void handleUpdate(const float dt);
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virtual void handleRender();
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virtual void handleRenderOverlay(double* proj, double* model, int* view);
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};
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#endif // CROWDTOOL_H
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