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- import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "../../Navigation/INavigationEngine";
- import { Logger } from "../../Misc/logger";
- import { VertexData } from "../../Meshes/mesh.vertexData";
- import { Mesh } from "../../Meshes/mesh";
- import { Scene } from "../../scene";
- import { Vector3 } from '../../Maths/math';
- import { TransformNode } from "../../Meshes/transformNode";
- import { Observer } from "../../Misc/observable";
- import { Nullable } from "../../types";
- import { VertexBuffer } from "../../Meshes/buffer";
- declare var Recast: any;
- /**
- * RecastJS navigation plugin
- */
- export class RecastJSPlugin implements INavigationEnginePlugin {
- /**
- * Reference to the Recast library
- */
- public bjsRECAST: any = {};
- /**
- * plugin name
- */
- public name: string = "RecastJSPlugin";
- /**
- * the first navmesh created. We might extend this to support multiple navmeshes
- */
- public navMesh: any;
- /**
- * Initializes the recastJS plugin
- * @param recastInjection can be used to inject your own recast reference
- */
- public constructor(recastInjection: any = Recast) {
- if (typeof recastInjection === "function") {
- recastInjection(this.bjsRECAST);
- } else {
- this.bjsRECAST = recastInjection;
- }
- if (!this.isSupported()) {
- Logger.Error("RecastJS is not available. Please make sure you included the js file.");
- return;
- }
- }
- /**
- * Creates a navigation mesh
- * @param meshes array of all the geometry used to compute the navigatio mesh
- * @param parameters bunch of parameters used to filter geometry
- */
- createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void {
- const rc = new this.bjsRECAST.rcConfig();
- rc.cs = parameters.cs;
- rc.ch = parameters.ch;
- rc.borderSize = 0;
- rc.tileSize = 0;
- rc.walkableSlopeAngle = parameters.walkableSlopeAngle;
- rc.walkableHeight = parameters.walkableHeight;
- rc.walkableClimb = parameters.walkableClimb;
- rc.walkableRadius = parameters.walkableRadius;
- rc.maxEdgeLen = parameters.maxEdgeLen;
- rc.maxSimplificationError = parameters.maxSimplificationError;
- rc.minRegionArea = parameters.minRegionArea;
- rc.mergeRegionArea = parameters.mergeRegionArea;
- rc.maxVertsPerPoly = parameters.maxVertsPerPoly;
- rc.detailSampleDist = parameters.detailSampleDist;
- rc.detailSampleMaxError = parameters.detailSampleMaxError;
- this.navMesh = new this.bjsRECAST.NavMesh();
- var index: number;
- var tri: number;
- var pt: number;
- var indices = [];
- var positions = [];
- var offset = 0;
- for (index = 0; index < meshes.length; index++) {
- if (meshes[index]) {
- var mesh = meshes[index];
- const meshIndices = mesh.getIndices();
- if (!meshIndices) {
- continue;
- }
- const meshPositions = mesh.getVerticesData(VertexBuffer.PositionKind, false, false);
- if (!meshPositions) {
- continue;
- }
- const wm = mesh.computeWorldMatrix(false);
- for (tri = 0; tri < meshIndices.length; tri++) {
- indices.push(meshIndices[tri] + offset);
- }
- var transformed = Vector3.Zero();
- var position = Vector3.Zero();
- for (pt = 0; pt < meshPositions.length; pt += 3) {
- Vector3.FromArrayToRef(meshPositions, pt, position);
- Vector3.TransformCoordinatesToRef(position, wm, transformed);
- positions.push(transformed.x, transformed.y, transformed.z);
- }
- offset += meshPositions.length / 3;
- }
- }
- this.navMesh.build(positions, offset, indices, indices.length, rc);
- }
- /**
- * Create a navigation mesh debug mesh
- * @param scene is where the mesh will be added
- * @returns debug display mesh
- */
- createDebugNavMesh(scene: Scene): Mesh {
- var tri: number;
- var pt: number;
- var debugNavMesh = this.navMesh.getDebugNavMesh();
- let triangleCount = debugNavMesh.getTriangleCount();
- var indices = [];
- var positions = [];
- for (tri = 0; tri < triangleCount * 3; tri++)
- {
- indices.push(tri);
- }
- for (tri = 0; tri < triangleCount; tri++)
- {
- for (pt = 0; pt < 3 ; pt++)
- {
- let point = debugNavMesh.getTriangle(tri).getPoint(pt);
- positions.push(point.x, point.y, point.z);
- }
- }
- var mesh = new Mesh("NavMeshDebug", scene);
- var vertexData = new VertexData();
- vertexData.indices = indices;
- vertexData.positions = positions;
- vertexData.applyToMesh(mesh, false);
- return mesh;
- }
- /**
- * Get a navigation mesh constrained position, closest to the parameter position
- * @param position world position
- * @returns the closest point to position constrained by the navigation mesh
- */
- getClosestPoint(position: Vector3) : Vector3
- {
- var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);
- var ret = this.navMesh.getClosestPoint(p);
- var pr = new Vector3(ret.x, ret.y, ret.z);
- return pr;
- }
- /**
- * Get a navigation mesh constrained position, within a particular radius
- * @param position world position
- * @param maxRadius the maximum distance to the constrained world position
- * @returns the closest point to position constrained by the navigation mesh
- */
- getRandomPointAround(position: Vector3, maxRadius: number): Vector3 {
- var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);
- var ret = this.navMesh.getRandomPointAround(p, maxRadius);
- var pr = new Vector3(ret.x, ret.y, ret.z);
- return pr;
- }
- /**
- * Compute the final position from a segment made of destination-position
- * @param position world position
- * @param destination world position
- * @returns the resulting point along the navmesh
- */
- moveAlong(position: Vector3, destination: Vector3): Vector3 {
- var p = new this.bjsRECAST.Vec3(position.x, position.y, position.z);
- var d = new this.bjsRECAST.Vec3(destination.x, destination.y, destination.z);
- var ret = this.navMesh.moveAlong(p, d);
- var pr = new Vector3(ret.x, ret.y, ret.z);
- return pr;
- }
- /**
- * Compute a navigation path from start to end. Returns an empty array if no path can be computed
- * @param start world position
- * @param end world position
- * @returns array containing world position composing the path
- */
- computePath(start: Vector3, end: Vector3): Vector3[]
- {
- var pt: number;
- let startPos = new this.bjsRECAST.Vec3(start.x, start.y, start.z);
- let endPos = new this.bjsRECAST.Vec3(end.x, end.y, end.z);
- let navPath = this.navMesh.computePath(startPos, endPos);
- let pointCount = navPath.getPointCount();
- var positions = [];
- for (pt = 0; pt < pointCount; pt++)
- {
- let p = navPath.getPoint(pt);
- positions.push(new Vector3(p.x, p.y, p.z));
- }
- return positions;
- }
- /**
- * Create a new Crowd so you can add agents
- * @param maxAgents the maximum agent count in the crowd
- * @param maxAgentRadius the maximum radius an agent can have
- * @param scene to attach the crowd to
- * @returns the crowd you can add agents to
- */
- createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene) : ICrowd
- {
- var crowd = new RecastJSCrowd(this, maxAgents, maxAgentRadius, scene);
- return crowd;
- }
- /**
- * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
- * The queries will try to find a solution within those bounds
- * default is (1,1,1)
- * @param extent x,y,z value that define the extent around the queries point of reference
- */
- setDefaultQueryExtent(extent: Vector3): void
- {
- let ext = new this.bjsRECAST.Vec3(extent.x, extent.y, extent.z);
- this.navMesh.setDefaultQueryExtent(ext);
- }
- /**
- * Get the Bounding box extent specified by setDefaultQueryExtent
- * @returns the box extent values
- */
- getDefaultQueryExtent(): Vector3
- {
- let p = this.navMesh.getDefaultQueryExtent();
- return new Vector3(p.x, p.y, p.z);
- }
- /**
- * Disposes
- */
- public dispose() {
- }
- /**
- * If this plugin is supported
- * @returns true if plugin is supported
- */
- public isSupported(): boolean {
- return this.bjsRECAST !== undefined;
- }
- }
- /**
- * Recast detour crowd implementation
- */
- export class RecastJSCrowd implements ICrowd {
- /**
- * Recast/detour plugin
- */
- public bjsRECASTPlugin: RecastJSPlugin;
- /**
- * Link to the detour crowd
- */
- public recastCrowd: any = {};
- /**
- * One transform per agent
- */
- public transforms: TransformNode[] = new Array<TransformNode>();
- /**
- * All agents created
- */
- public agents: number[] = new Array<number>();
- /**
- * Link to the scene is kept to unregister the crowd from the scene
- */
- private _scene: Scene;
- /**
- * Observer for crowd updates
- */
- private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;
- /**
- * Constructor
- * @param plugin recastJS plugin
- * @param maxAgents the maximum agent count in the crowd
- * @param maxAgentRadius the maximum radius an agent can have
- * @param scene to attach the crowd to
- * @returns the crowd you can add agents to
- */
- public constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene) {
- this.bjsRECASTPlugin = plugin;
- this.recastCrowd = new this.bjsRECASTPlugin.bjsRECAST.Crowd(maxAgents, maxAgentRadius, this.bjsRECASTPlugin.navMesh.getNavMesh());
- this._scene = scene;
- this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {
- this.update(scene.getEngine().getDeltaTime() * 0.001);
- });
- }
- /**
- * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
- * You can attach anything to that node. The node position is updated in the scene update tick.
- * @param pos world position that will be constrained by the navigation mesh
- * @param parameters agent parameters
- * @param transform hooked to the agent that will be update by the scene
- * @returns agent index
- */
- addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number
- {
- var agentParams = new this.bjsRECASTPlugin.bjsRECAST.dtCrowdAgentParams();
- agentParams.radius = parameters.radius;
- agentParams.height = parameters.height;
- agentParams.maxAcceleration = parameters.maxAcceleration;
- agentParams.maxSpeed = parameters.maxSpeed;
- agentParams.collisionQueryRange = parameters.collisionQueryRange;
- agentParams.pathOptimizationRange = parameters.pathOptimizationRange;
- agentParams.separationWeight = parameters.separationWeight;
- agentParams.updateFlags = 7;
- agentParams.obstacleAvoidanceType = 0;
- agentParams.queryFilterType = 0;
- agentParams.userData = 0;
- var agentIndex = this.recastCrowd.addAgent(new this.bjsRECASTPlugin.bjsRECAST.Vec3(pos.x, pos.y, pos.z), agentParams);
- this.transforms.push(transform);
- this.agents.push(agentIndex);
- return agentIndex;
- }
- /**
- * Returns the agent position in world space
- * @param index agent index returned by addAgent
- * @returns world space position
- */
- getAgentPosition(index: number): Vector3 {
- var agentPos = this.recastCrowd.getAgentPosition(index);
- return new Vector3(agentPos.x, agentPos.y, agentPos.z);
- }
- /**
- * Returns the agent velocity in world space
- * @param index agent index returned by addAgent
- * @returns world space velocity
- */
- getAgentVelocity(index: number): Vector3 {
- var agentVel = this.recastCrowd.getAgentVelocity(index);
- return new Vector3(agentVel.x, agentVel.y, agentVel.z);
- }
- /**
- * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
- * @param index agent index returned by addAgent
- * @param destination targeted world position
- */
- agentGoto(index: number, destination: Vector3): void {
- this.recastCrowd.agentGoto(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));
- }
- /**
- * Teleport the agent to a new position
- * @param index agent index returned by addAgent
- * @param destination targeted world position
- */
- agentTeleport(index: number, destination: Vector3): void {
- this.recastCrowd.agentTeleport(index, new this.bjsRECASTPlugin.bjsRECAST.Vec3(destination.x, destination.y, destination.z));
- }
- /**
- * Update agent parameters
- * @param index agent index returned by addAgent
- * @param parameters agent parameters
- */
- updateAgentParameters(index: number, parameters: IAgentParameters): void {
- var agentParams = this.recastCrowd.getAgentParameters(index);
- if (parameters.radius !== undefined) {
- agentParams.radius = parameters.radius;
- }
- if (parameters.height !== undefined) {
- agentParams.height = parameters.height;
- }
- if (parameters.maxAcceleration !== undefined) {
- agentParams.maxAcceleration = parameters.maxAcceleration;
- }
- if (parameters.maxSpeed !== undefined) {
- agentParams.maxSpeed = parameters.maxSpeed;
- }
- if (parameters.collisionQueryRange !== undefined) {
- agentParams.collisionQueryRange = parameters.collisionQueryRange;
- }
- if (parameters.pathOptimizationRange !== undefined) {
- agentParams.pathOptimizationRange = parameters.pathOptimizationRange;
- }
- if (parameters.separationWeight !== undefined) {
- agentParams.separationWeight = parameters.separationWeight;
- }
- this.recastCrowd.setAgentParameters(index, agentParams);
- }
- /**
- * remove a particular agent previously created
- * @param index agent index returned by addAgent
- */
- removeAgent(index: number): void {
- this.recastCrowd.removeAgent(index);
- var item = this.agents.indexOf(index);
- if (item > -1) {
- this.agents.splice(item, 1);
- this.transforms.splice(item, 1);
- }
- }
- /**
- * get the list of all agents attached to this crowd
- * @returns list of agent indices
- */
- getAgents(): number[] {
- return this.agents;
- }
- /**
- * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
- * @param deltaTime in seconds
- */
- update(deltaTime: number): void {
- // update crowd
- this.recastCrowd.update(deltaTime);
- // update transforms
- for (let index = 0; index < this.agents.length; index++)
- {
- this.transforms[index].position = this.getAgentPosition(this.agents[index]);
- }
- }
- /**
- * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
- * The queries will try to find a solution within those bounds
- * default is (1,1,1)
- * @param extent x,y,z value that define the extent around the queries point of reference
- */
- setDefaultQueryExtent(extent: Vector3): void
- {
- let ext = new this.bjsRECASTPlugin.bjsRECAST.Vec3(extent.x, extent.y, extent.z);
- this.recastCrowd.setDefaultQueryExtent(ext);
- }
- /**
- * Get the Bounding box extent specified by setDefaultQueryExtent
- * @returns the box extent values
- */
- getDefaultQueryExtent(): Vector3
- {
- let p = this.recastCrowd.getDefaultQueryExtent();
- return new Vector3(p.x, p.y, p.z);
- }
- /**
- * Release all resources
- */
- dispose() : void
- {
- this.recastCrowd.destroy();
- this._scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
- this._onBeforeAnimationsObserver = null;
- }
- }
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