broken_seals/game/steering_ai_framework/Agents/GSAIRigidBody3DAgent.gd

61 lines
1.6 KiB
GDScript

# A specialized steering agent that updates itself every frame so the user does
# not have to using a RigidBody
extends GSAISpecializedAgent
class_name GSAIRigidBody3DAgent
# The RigidBody to keep track of
var body: RigidBody setget _set_body
var _last_position: Vector3
func _init(_body: RigidBody) -> void:
if not _body.is_inside_tree():
yield(_body, "ready")
self.body = _body
# warning-ignore:return_value_discarded
self.body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
# Moves the agent's `body` by target `acceleration`.
# tags: virtual
func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void:
_applied_steering = true
body.apply_central_impulse(acceleration.linear)
body.apply_torque_impulse(Vector3.UP * acceleration.angular)
if calculate_velocities:
linear_velocity = body.linear_velocity
angular_velocity = body.angular_velocity.y
func _set_body(value: RigidBody) -> void:
body = value
_last_position = body.transform.origin
_last_orientation = body.rotation.y
position = _last_position
orientation = _last_orientation
func _on_body_ready() -> void:
# warning-ignore:return_value_discarded
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
_set_body(body)
func _on_SceneTree_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 = body.linear_velocity
angular_velocity = body.angular_velocity.y