mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
121 lines
3.6 KiB
GDScript3
121 lines
3.6 KiB
GDScript3
|
# A specialized steering agent that updates itself every frame so the user does
|
||
|
# not have to using a KinematicBody
|
||
|
extends GSAISpecializedAgent
|
||
|
class_name GSAIKinematicBody3DAgent
|
||
|
|
||
|
# SLIDE uses `move_and_slide`
|
||
|
# COLLIDE uses `move_and_collide`
|
||
|
# POSITION changes the global_position directly
|
||
|
enum MovementType { SLIDE, COLLIDE, POSITION }
|
||
|
|
||
|
# The KinematicBody to keep track of
|
||
|
var body: KinematicBody setget _set_body
|
||
|
|
||
|
# The type of movement the body executes
|
||
|
var movement_type: int
|
||
|
|
||
|
var _last_position: Vector3
|
||
|
|
||
|
|
||
|
func _init(_body: KinematicBody, _movement_type: int = MovementType.SLIDE) -> void:
|
||
|
if not _body.is_inside_tree():
|
||
|
yield(_body, "ready")
|
||
|
|
||
|
self.body = _body
|
||
|
self.movement_type = _movement_type
|
||
|
|
||
|
# warning-ignore:return_value_discarded
|
||
|
self.body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
|
||
|
|
||
|
|
||
|
# Moves the agent's `body` by target `acceleration`.
|
||
|
# tags: virtual
|
||
|
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
|
||
|
_applied_steering = true
|
||
|
match movement_type:
|
||
|
MovementType.COLLIDE:
|
||
|
_apply_collide_steering(acceleration.linear, delta)
|
||
|
MovementType.SLIDE:
|
||
|
_apply_sliding_steering(acceleration.linear)
|
||
|
_:
|
||
|
_apply_position_steering(acceleration.linear, delta)
|
||
|
|
||
|
_apply_orientation_steering(acceleration.angular, delta)
|
||
|
|
||
|
|
||
|
func _apply_sliding_steering(accel: Vector3) -> void:
|
||
|
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||
|
if apply_linear_drag:
|
||
|
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
||
|
velocity = body.move_and_slide(velocity)
|
||
|
if calculate_velocities:
|
||
|
linear_velocity = velocity
|
||
|
|
||
|
|
||
|
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
|
||
|
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||
|
if apply_linear_drag:
|
||
|
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
||
|
# warning-ignore:return_value_discarded
|
||
|
body.move_and_collide(velocity * delta)
|
||
|
if calculate_velocities:
|
||
|
linear_velocity = velocity
|
||
|
|
||
|
|
||
|
func _apply_position_steering(accel: Vector3, delta: float) -> void:
|
||
|
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||
|
if apply_linear_drag:
|
||
|
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
||
|
body.global_position += velocity * delta
|
||
|
if calculate_velocities:
|
||
|
linear_velocity = velocity
|
||
|
|
||
|
|
||
|
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
|
||
|
var velocity = angular_velocity + angular_acceleration
|
||
|
if apply_angular_drag:
|
||
|
velocity = lerp(velocity, 0, angular_drag_percentage)
|
||
|
body.rotation.y += velocity * delta
|
||
|
if calculate_velocities:
|
||
|
angular_velocity = velocity
|
||
|
|
||
|
|
||
|
func _set_body(value: KinematicBody) -> void:
|
||
|
body = value
|
||
|
|
||
|
_last_position = body.transform.origin
|
||
|
_last_orientation = body.rotation.y
|
||
|
|
||
|
position = _last_position
|
||
|
orientation = _last_orientation
|
||
|
|
||
|
|
||
|
func _on_SceneTree_physics_frame() -> void:
|
||
|
var current_position := body.transform.origin
|
||
|
var current_orientation := body.rotation.y
|
||
|
|
||
|
position = current_position
|
||
|
orientation = current_orientation
|
||
|
|
||
|
if calculate_velocities:
|
||
|
if _applied_steering:
|
||
|
_applied_steering = false
|
||
|
else:
|
||
|
linear_velocity = GSAIUtils.clampedv3(
|
||
|
_last_position - current_position, linear_speed_max
|
||
|
)
|
||
|
if apply_linear_drag:
|
||
|
linear_velocity = linear_velocity.linear_interpolate(
|
||
|
Vector3.ZERO, linear_drag_percentage
|
||
|
)
|
||
|
|
||
|
angular_velocity = clamp(
|
||
|
_last_orientation - current_orientation, -angular_speed_max, angular_speed_max
|
||
|
)
|
||
|
|
||
|
if apply_angular_drag:
|
||
|
angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage)
|
||
|
|
||
|
_last_position = current_position
|
||
|
_last_orientation = current_orientation
|