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

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extends Reference
class_name GSTPath
# Represents a path made up of Vector3 waypoints, split into path segments for use by path
# following algorithms.
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# # Keeping it updated requires calling `create_path` to update the path.
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var open: bool
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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, is_open: = false) -> void:
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open = is_open
create_path(waypoints)
_nearest_point_on_segment = waypoints[0]
_nearest_point_on_path = waypoints[0]
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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.")
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return
_segments = []
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length = 0
var current: Vector3 = waypoints.front()
var previous: Vector3
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for i in range(1, waypoints.size(), 1):
previous = current
if i < waypoints.size():
current = waypoints[i]
elif open:
break
else:
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current = waypoints.front()
var segment: = GSTSegment.new(previous, current)
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length += segment.length
segment.cumulative_length = length
_segments.append(segment)
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func calculate_distance(agent_current_position: Vector3, path_parameter: Dictionary) -> float:
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if _segments.size() == 0:
return 0.0
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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(
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segment.begin,
segment.end,
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agent_current_position
)
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if distance_squared < smallest_distance_squared:
_nearest_point_on_path = _nearest_point_on_segment
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smallest_distance_squared = distance_squared
nearest_segment = segment
path_parameter.segment_index = i
var length_on_path: = (
nearest_segment.cumulative_length -
_nearest_point_on_path.distance_to(nearest_segment.end))
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path_parameter.distance = length_on_path
return length_on_path
func calculate_target_position(param: Dictionary, target_distance: float) -> Vector3:
if open:
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target_distance = clamp(target_distance, 0, length)
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else:
if target_distance < 0:
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target_distance = length + fmod(target_distance, length)
elif target_distance > length:
target_distance = fmod(target_distance, length)
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var desired_segment: GSTSegment
for i in range(_segments.size()):
var segment: GSTSegment = _segments[i]
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if segment.cumulative_length >= target_distance:
desired_segment = segment
break
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if not desired_segment:
desired_segment = _segments.back()
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var distance: = desired_segment.cumulative_length - target_distance
return (
(desired_segment.begin - desired_segment.end) *
(distance / desired_segment.length) + desired_segment.end)
func get_start_point() -> Vector3:
return _segments.front().begin
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)
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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
func _init(begin: Vector3, end: Vector3) -> void:
self.begin = begin
self.end = end
length = begin.distance_to(end)