godot-steering-ai-framework/project/src/GSTPath.gd

137 lines
3.8 KiB
GDScript3
Raw Normal View History

2020-01-09 18:26:35 +01:00
extends Reference
class_name GSTPath
# Represents a path made up of Vector3 waypoints, split into path segments for use by path
# following behaviors.
2020-01-09 18:26:35 +01:00
# Whether the path is a loop, or has its start and end disconnected and open ended
var open: bool
# The length of the full path
2020-01-15 20:42:24 +01:00
var length: float
2020-01-09 18:26:35 +01:00
var _segments: Array
var _nearest_point_on_segment: Vector3
var _nearest_point_on_path: Vector3
2020-01-09 18:26:35 +01:00
# Initializes and creates a path with the provided waypoints
func _init(waypoints: Array, open := false) -> void:
self.open = open
create_path(waypoints)
_nearest_point_on_segment = waypoints[0]
_nearest_point_on_path = waypoints[0]
2020-01-09 18:26:35 +01:00
# Creates a path with the provided waypoints
func create_path(waypoints: Array) -> void:
if not waypoints or waypoints.size() < 2:
printerr("Waypoints cannot be null and must contain at least two (2) waypoints.")
2020-01-15 20:42:24 +01:00
return
_segments = []
2020-01-15 20:42:24 +01:00
length = 0
var current: Vector3 = waypoints.front()
var previous: Vector3
2020-01-09 18:26:35 +01:00
for i in range(1, waypoints.size(), 1):
previous = current
if i < waypoints.size():
current = waypoints[i]
elif open:
break
else:
current = waypoints[0]
var segment := GSTSegment.new(previous, current)
2020-01-15 20:42:24 +01:00
length += segment.length
segment.cumulative_length = length
_segments.append(segment)
2020-01-09 18:26:35 +01:00
# Returns the distance from the provided `agent_current_position` to the next point waypoint.
func calculate_distance(agent_current_position: Vector3) -> float:
2020-01-15 20:42:24 +01:00
if _segments.size() == 0:
return 0.0
2020-01-09 18:26:35 +01:00
var smallest_distance_squared: float = INF
var nearest_segment: GSTSegment
for i in range(_segments.size()):
var segment: GSTSegment = _segments[i]
var distance_squared := _calculate_point_segment_distance_squared(
2020-01-09 18:26:35 +01:00
segment.begin,
segment.end,
2020-01-15 20:42:24 +01:00
agent_current_position
)
2020-01-09 18:26:35 +01:00
if distance_squared < smallest_distance_squared:
_nearest_point_on_path = _nearest_point_on_segment
2020-01-09 18:26:35 +01:00
smallest_distance_squared = distance_squared
nearest_segment = segment
var length_on_path := (
2020-01-09 18:26:35 +01:00
nearest_segment.cumulative_length -
_nearest_point_on_path.distance_to(nearest_segment.end))
2020-01-09 18:26:35 +01:00
return length_on_path
# Calculates the target position on the path based on the provided `target_distance` from the
# path's starting point.
func calculate_target_position(target_distance: float) -> Vector3:
if open:
2020-01-15 20:42:24 +01:00
target_distance = clamp(target_distance, 0, length)
2020-01-09 18:26:35 +01:00
else:
if target_distance < 0:
2020-01-15 20:42:24 +01:00
target_distance = length + fmod(target_distance, length)
elif target_distance > length:
target_distance = fmod(target_distance, length)
2020-01-09 18:26:35 +01:00
var desired_segment: GSTSegment
for i in range(_segments.size()):
var segment: GSTSegment = _segments[i]
2020-01-09 18:26:35 +01:00
if segment.cumulative_length >= target_distance:
desired_segment = segment
break
2020-01-15 20:42:24 +01:00
if not desired_segment:
desired_segment = _segments.back()
var distance := desired_segment.cumulative_length - target_distance
2020-01-09 18:26:35 +01:00
return (
(desired_segment.begin - desired_segment.end) *
(distance / desired_segment.length) + desired_segment.end)
# Returns the position of the beginning point of the path
func get_start_point() -> Vector3:
return _segments.front().begin
# Returns the position of the last point of the path
func get_end_point() -> Vector3:
return _segments.back().end
func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, position: Vector3) -> float:
_nearest_point_on_segment = start
var start_end := end - start
var start_end_length_squared := start_end.length_squared()
if start_end_length_squared != 0:
var t = (position - start).dot(start_end) / start_end_length_squared
_nearest_point_on_segment += start_end * clamp(t, 0, 1)
2020-01-09 18:26:35 +01:00
return _nearest_point_on_segment.distance_squared_to(position)
2020-01-09 18:26:35 +01:00
class GSTSegment:
var begin: Vector3
var end: Vector3
var length: float
var cumulative_length: float
func _init(begin: Vector3, end: Vector3) -> void:
self.begin = begin
self.end = end
length = begin.distance_to(end)