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

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# Represents a path made up of Vector3 waypoints, split into segments path
# follow behaviors can use.
extends Reference class_name GSTPath
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# If `false`, the path loops.
var open: bool
# Total length of the path.
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var length: float
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var _segments: Array
var _nearest_point_on_segment: Vector3 var _nearest_point_on_path: Vector3
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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]
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# Creates a path from a list of 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.") return
_segments = [] length = 0 var current: Vector3 = waypoints.front() var
previous: Vector3
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) length += segment.length segment.cumulative_length = length
_segments.append(segment)
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# Returns the distance from `agent_current_position` to the next waypoint.
func calculate_distance(agent_current_position: Vector3) -> float:
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if _segments.size() == 0:
return 0.0 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(
segment.begin, segment.end, agent_current_position
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)
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if distance_squared < smallest_distance_squared:
_nearest_point_on_path = _nearest_point_on_segment
smallest_distance_squared = distance_squared nearest_segment =
segment
var length_on_path := (
nearest_segment.cumulative_length -
_nearest_point_on_path.distance_to(nearest_segment.end))
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return length_on_path
# Calculates a target position from the path's starting point based on the `target_distance`.
func calculate_target_position(target_distance: float) -> Vector3:
if open:
target_distance = clamp(target_distance, 0, length) else:
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if target_distance < 0:
target_distance = length + fmod(target_distance, length) elif
target_distance > length:
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target_distance = fmod(target_distance, length)
var desired_segment: GSTSegment for i in range(_segments.size()):
var segment: GSTSegment = _segments[i] if segment.cumulative_length >=
target_distance:
desired_segment = segment break
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if not desired_segment:
desired_segment = _segments.back()
var distance := desired_segment.cumulative_length - target_distance
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return (
(desired_segment.begin - desired_segment.end) * (distance /
desired_segment.length) + desired_segment.end)
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# Returns the position of the first point on the path.
func get_start_point() -> Vector3:
return _segments.front().begin
# Returns the position of the last point on 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)
return _nearest_point_on_segment.distance_squared_to(position)
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class GSTSegment:
var begin: Vector3 var end: Vector3 var length: float var cumulative_length:
float
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func _init(begin: Vector3, end: Vector3) -> void:
self.begin = begin self.end = end length = begin.distance_to(end)