204 lines
4.4 KiB
C++
204 lines
4.4 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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#include "DetourObstacleAvoidance.h"
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#include "ValueHistory.h"
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// Tool to create crowds.
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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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static const int AGENT_MAX_NEIS = 8;
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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 opts[3], opte[3];
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float maxspeed;
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float t;
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float var;
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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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struct Isect
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{
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float u;
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int inside;
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};
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static const int FORM_MAX_ISECT = 32;
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static const int FORM_MAX_SEGS = 16;
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static const int FORM_MAX_POLYS = 32;
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struct FormationSeg
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{
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float p[3], q[3];
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Isect ints[FORM_MAX_ISECT];
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int nints;
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};
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struct Formation
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{
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FormationSeg segs[FORM_MAX_SEGS];
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int nsegs;
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dtPolyRef polys[FORM_MAX_POLYS];
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int npolys;
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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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dtObstacleAvoidanceDebugData* m_vodebug[MAX_AGENTS];
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ValueHistory m_totalTime;
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ValueHistory m_rvoTime;
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ValueHistory m_sampleCount;
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dtObstacleAvoidanceQuery* m_obstacleQuery;
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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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const dtObstacleAvoidanceDebugData* getVODebugData(const int idx) const { return m_vodebug[idx]; }
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const ValueHistory* getTotalTimeGraph() const { return &m_totalTime; }
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const ValueHistory* getRVOTimeGraph() const { return &m_rvoTime; }
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const ValueHistory* getSampleCountGraph() const { return &m_sampleCount; }
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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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Formation m_form;
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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_showOpt;
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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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