text: //
  // 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"
  #include "DetourCrowd.h"
  
  // Tool to create crowds.
  
  struct CrowdToolParams
  {
  	bool m_expandSelectedDebugDraw;
  	bool m_showCorners;
  	bool m_showCollisionSegments;
  	bool m_showFrequentedRoads;
  	bool m_showPath;
  	bool m_showBetweenness;
  	bool m_showGlobalIntegration;
  	bool m_showVO;
  	bool m_showOpt;
  	bool m_showNeis;
  	
  	bool m_expandDebugDraw;
  	bool m_showLabels;
  	bool m_showGrid;
  	bool m_showNodes;
  	bool m_showPerfGraph;
  	bool m_showDetailAll;
  	
  	bool m_expandOptions;
  	bool m_anticipateTurns;
  	bool m_optimizeVis;
  	bool m_optimizeTopo;
  	bool m_obstacleAvoidance;
  	float m_obstacleAvoidanceType;
  	bool m_separation;
  	float m_separationWeight;
  };
  
  class CrowdToolState : public SampleToolState
  {
  	Sample* m_sample;
  	dtNavMesh* m_nav;
  	dtCrowd* m_crowd;
  	bcBucketMesh* m_bucMesh;
  	
  	float m_targetPos[3];
  	dtPolyRef m_targetRef;
  
  	dtCrowdAgentDebugInfo m_agentDebug;
  	dtObstacleAvoidanceDebugData* m_vod;
  	
  	static const int MAX_AGENTS = 3000;
  
  	ValueHistory m_crowdTotalTime;
  	ValueHistory m_crowdSampleCount;
  
  	CrowdToolParams m_toolParams;
  
  	std::map<int,int> m_roadCounter;
  
  	bool m_run;
  
  	static const int MAX_POLYS =256;
  	dtPolyRef m_polys[MAX_POLYS];
  	float m_straightPath[MAX_POLYS*3];
  	unsigned char m_straightPathFlags[MAX_POLYS];
  	dtPolyRef m_straightPathPolys[MAX_POLYS];
  	int m_nstraightPath;
  	int m_npolys;
  
  public:
  	CrowdToolState();
  	virtual ~CrowdToolState();
  	
  	virtual void init(class Sample* sample);
  	virtual void reset();
  	virtual void handleRender();
  	virtual void handleRenderOverlay(double* proj, double* model, int* view);
  	virtual void handleUpdate(const float dt);
  
  	inline bool isRunning() const { return m_run; }
  	inline void setRunning(const bool s) { m_run = s; }
  	
  	void addAgent(const float* pos,dtCrowdAgentCategory c,unsigned int f);
  	void removeAgent(const int idx);
  	void removeAgents();
  	void hilightAgent(const int idx);
  	void updateAgentParams();
  	int hitTestAgents(const float* s, const float* p);
  	void setMoveTarget(const float* p, bool adjust,int n);
  	void updateTick(const float dt);
  
  	inline CrowdToolParams* getToolParams() { return &m_toolParams; }
  };
  
  
  class CrowdTool : public SampleTool
  {
  	Sample* m_sample;
  	CrowdToolState* m_state;
  	float m_PopulationTab[4];
  	float m_Population_Size;
  	float m_Agents_HighFam,m_Agents_MediumFam,m_Agents_LowFam;
  	float m_Agents_Not_Fam;
  	bool m_Agents_HighFam_set,m_Agents_MediumFam_set,m_Agents_LowFam_set;
  	bool m_Agents_Not_Fam_set,m_Agents_Fam_set;
  	bool m_Population_Size_set;
  	float limH,limM,limL,limU;
  	float m_Destinations_Numb;
  	bool m_Destinations_Numb_set;
  	dtQueryFilter m_filter;
  	static const int MAX_RAND_POINTS = 3000;
  	float* m_randDestination;
  	
  	enum ToolMode
  	{
  		TOOLMODE_CREATE,
  		TOOLMODE_MOVE_TARGET,
  		TOOLMODE_MOVE_ARBITRARY,
  		TOOLMODE_MOVE_DESTINATION,
  		TOOLMODE_SELECT,
  		TOOLMODE_TOGGLE_POLYS,
  	};
  	ToolMode m_mode;
  	
  	void updateAgentParams();
  	void updateTick(const float dt);
  	int randPoints(dtNavMeshQuery* navQuery,float* randPointsTab,float nrandPoints);
  	int randPoints2D(dtNavMeshQuery* navQuery,float* randPointsTab,float nrandPoints,float* h);
  	float* randPoint(dtNavMeshQuery* navQuery);
  	
  public:
  	CrowdTool();
  	virtual ~CrowdTool();
  	void resetCommonSettings();
  	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 handleToggle();
  	virtual void handleStep();
  	virtual void handleUpdate(const float dt);
  	virtual void handleRender();
  	virtual void handleRenderOverlay(double* proj, double* model, int* view);
  	void hundleAddAgents(float n,float* populationTab);
  	void hundleAddDestinations(bool grouped,int n);
  	void hundleSave();
  };
  
  #endif // CROWDTOOL_H
  