204 lines
4.4 KiB
C++

//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#ifndef CROWDTOOL_H
#define CROWDTOOL_H
#include "Sample.h"
#include "DetourNavMesh.h"
#include "DetourObstacleAvoidance.h"
#include "ValueHistory.h"
// Tool to create crowds.
enum AgentTargetState
{
AGENT_TARGET_NONE = 0,
AGENT_TARGET_SET = 1,
AGENT_TARGET_ACQUIRED = 2,
AGENT_TARGET_PATH = 3,
AGENT_TARGET_FAILED = 4,
};
static const int AGENT_MAX_PATH = 256;
static const int AGENT_MAX_CORNERS = 4;
static const int AGENT_MAX_TRAIL = 64;
static const int AGENT_MAX_COLSEGS = 32;
static const int AGENT_MAX_NEIS = 8;
enum AgentApproach
{
AGENT_APPROACH_CORNER = 0,
AGENT_APPROACH_OFFMESH_CON = 0,
AGENT_APPROACH_END = 0,
};
struct Agent
{
float pos[3];
float radius, height;
float dvel[3];
float nvel[3];
float vel[3];
float npos[3];
float disp[3];
float opts[3], opte[3];
float maxspeed;
float t;
float var;
float colradius;
float colcenter[3];
float colsegs[AGENT_MAX_COLSEGS*6];
int ncolsegs;
float trail[AGENT_MAX_TRAIL*3];
int htrail;
unsigned char targetState;
float target[3];
dtPolyRef targetRef;
dtPolyRef path[AGENT_MAX_PATH];
int npath;
float corners[AGENT_MAX_CORNERS*3];
int ncorners;
unsigned char active;
};
struct Isect
{
float u;
int inside;
};
static const int FORM_MAX_ISECT = 32;
static const int FORM_MAX_SEGS = 16;
static const int FORM_MAX_POLYS = 32;
struct FormationSeg
{
float p[3], q[3];
Isect ints[FORM_MAX_ISECT];
int nints;
};
struct Formation
{
FormationSeg segs[FORM_MAX_SEGS];
int nsegs;
dtPolyRef polys[FORM_MAX_POLYS];
int npolys;
};
enum UpdateFlags
{
CROWDMAN_ANTICIPATE_TURNS = 1,
CROWDMAN_USE_VO = 2,
CROWDMAN_DRUNK = 4,
};
class CrowdManager
{
static const int MAX_AGENTS = 32;
Agent m_agents[MAX_AGENTS];
dtObstacleAvoidanceDebugData* m_vodebug[MAX_AGENTS];
ValueHistory m_totalTime;
ValueHistory m_rvoTime;
ValueHistory m_sampleCount;
dtObstacleAvoidanceQuery* m_obstacleQuery;
public:
CrowdManager();
~CrowdManager();
void reset();
const Agent* getAgent(const int idx);
const int getAgentCount() const;
int addAgent(const float* pos, const float radius, const float height);
void removeAgent(const int idx);
void setMoveTarget(const int idx, const float* pos);
void update(const float dt, unsigned int flags, dtNavMeshQuery* navquery);
const dtObstacleAvoidanceDebugData* getVODebugData(const int idx) const { return m_vodebug[idx]; }
const ValueHistory* getTotalTimeGraph() const { return &m_totalTime; }
const ValueHistory* getRVOTimeGraph() const { return &m_rvoTime; }
const ValueHistory* getSampleCountGraph() const { return &m_sampleCount; }
};
class CrowdTool : public SampleTool
{
Sample* m_sample;
float m_targetPos[3];
bool m_targetPosSet;
Formation m_form;
bool m_expandDebugDraw;
bool m_showLabels;
bool m_showCorners;
bool m_showTargets;
bool m_showCollisionSegments;
bool m_showPath;
bool m_showVO;
bool m_showOpt;
bool m_expandOptions;
bool m_anticipateTurns;
bool m_useVO;
bool m_drunkMove;
bool m_run;
CrowdManager m_crowd;
enum ToolMode
{
TOOLMODE_CREATE,
TOOLMODE_MOVE,
};
ToolMode m_mode;
public:
CrowdTool();
~CrowdTool();
virtual int type() { return TOOL_CROWD; }
virtual void init(Sample* sample);
virtual void reset();
virtual void handleMenu();
virtual void handleClick(const float* s, const float* p, bool shift);
virtual void handleStep();
virtual void handleUpdate(const float dt);
virtual void handleRender();
virtual void handleRenderOverlay(double* proj, double* model, int* view);
};
#endif // CROWDTOOL_H