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-# A specialized steering agent that updates itself every frame so the user does -# not have to using a KinematicBody2D -# @category - Specialized agents - -# SLIDE uses `move_and_slide` -# COLLIDE uses `move_and_collide` -# POSITION changes the `global_position` directly -enum MovementType { - SLIDE, - COLLIDE, - POSITION -} - -# The KinematicBody2D to keep track of -var body: KinematicBody2D setget _set_body - -# The type of movement the body executes -var movement_type : int = MovementType.SLIDE - -var _last_position : Vector2 -var _body_ref : WeakRef - - -func _body_ready() -> void: - # warning-ignore:return_value_discarded - 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 - - if movement_type == MovementType.COLLIDE: - _apply_collide_steering(acceleration.linear, delta) - elif movement_type == MovementType.SLIDE: - _apply_sliding_steering(acceleration.linear, delta) - else: - _apply_position_steering(acceleration.linear, delta) - - _apply_orientation_steering(acceleration.angular, delta) - - -func _apply_sliding_steering(accel: Vector3, delta: float) -> void: - var _body: KinematicBody2D = _body_ref.get_ref() - - if !_body: - return - - if !_body.is_inside_tree() or _body.get_tree().paused: - return - - var velocity : Vector2 = GSAIUtils.to_vector2(linear_velocity + accel * delta).limit_length(linear_speed_max) - - if apply_linear_drag: - velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage) - - velocity = _body.move_and_slide(velocity) - - if calculate_velocities: - linear_velocity = GSAIUtils.to_vector3(velocity) - - -func _apply_collide_steering(accel: Vector3, delta: float) -> void: - var _body: KinematicBody2D = _body_ref.get_ref() - if !_body: - return - - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, 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(GSAIUtils.to_vector2(velocity) * delta) - - if calculate_velocities: - linear_velocity = velocity - - -func _apply_position_steering(accel: Vector3, delta: float) -> void: - var _body: KinematicBody2D = _body_ref.get_ref() - if !_body: - return - - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) - - if apply_linear_drag: - velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) - - _body.global_position += GSAIUtils.to_vector2(velocity) * delta - - if calculate_velocities: - linear_velocity = velocity - - -func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void: - var _body: KinematicBody2D = _body_ref.get_ref() - - if !_body: - return - - var velocity = clamp(angular_velocity + angular_acceleration * delta, -angular_speed_max, angular_speed_max) - - if apply_angular_drag: - velocity = lerp(velocity, 0, angular_drag_percentage) - - _body.rotation += velocity * delta - - if calculate_velocities: - angular_velocity = velocity - - -func _set_body(value: KinematicBody2D) -> void: - var had_body : bool = false - - if body: - had_body = true - - body = value - _body_ref = weakref(body) - - _last_position = value.global_position - last_orientation = value.rotation - - position = GSAIUtils.to_vector3(_last_position) - orientation = last_orientation - - if !had_body: - if !body.is_inside_tree(): - body.connect("ready", self, "_body_ready") - else: - _body_ready() - - -func _on_SceneTree_physics_frame() -> void: - var _body: KinematicBody2D = _body_ref.get_ref() - if !_body: - return - - var current_position : Vector2 = _body.global_position - var current_orientation : float = _body.rotation - - position = GSAIUtils.to_vector3(current_position) - orientation = current_orientation - - if calculate_velocities: - if applied_steering: - applied_steering = false - else: - linear_velocity = GSAIUtils.clampedv3(GSAIUtils.to_vector3(current_position - _last_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 diff --git a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd b/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd deleted file mode 100644 index db47efa..0000000 --- a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd +++ /dev/null @@ -1,160 +0,0 @@ -extends GSAISpecializedAgent -class_name GSAIKinematicBody3DAgent - -# A specialized steering agent that updates itself every frame so the user does -# not have to using a KinematicBody -# @category - Specialized agents - -# 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 = 0 - -var _last_position : Vector3 -var _body_ref : WeakRef - - -func _body_ready() -> void: - # warning-ignore:return_value_discarded - 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 - if movement_type == MovementType.COLLIDE: - _apply_collide_steering(acceleration.linear, delta) - elif movement_type == MovementType.SLIDE: - _apply_sliding_steering(acceleration.linear, delta) - else: - _apply_position_steering(acceleration.linear, delta) - - _apply_orientation_steering(acceleration.angular, delta) - - -func _apply_sliding_steering(accel: Vector3, delta: float) -> void: - var _body: KinematicBody = _body_ref.get_ref() - if !_body: - return - - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, 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 _body: KinematicBody = _body_ref.get_ref() - if !_body: - return - - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, 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 _body: KinematicBody = _body_ref.get_ref() - if !_body: - return - - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) - - if apply_linear_drag: - velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) - - _body.global_transform.origin += velocity * delta - - if calculate_velocities: - linear_velocity = velocity - - -func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void: - var _body: KinematicBody = _body_ref.get_ref() - if !_body: - return - - var velocity = clamp(angular_velocity + angular_acceleration * delta,-angular_speed_max,angular_speed_max) - - 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: - var had_body : bool = false - - if body: - had_body = true - - body = value - _body_ref = weakref(value) - - _last_position = value.transform.origin - last_orientation = value.rotation.y - - position = _last_position - orientation = last_orientation - - if !had_body: - if !body.is_inside_tree(): - body.connect("ready", self, "_body_ready") - else: - _body_ready() - -func _on_SceneTree_physics_frame() -> void: - var _body : KinematicBody = _body_ref.get_ref() - - if !_body: - return - - if !_body.is_inside_tree() || _body.get_tree().paused: - return - - var current_position : Vector3 = _body.transform.origin - var current_orientation : float = _body.rotation.y - - position = current_position - orientation = current_orientation - - if calculate_velocities: - if applied_steering: - applied_steering = false - else: - linear_velocity = GSAIUtils.clampedv3(current_position - _last_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 diff --git a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd b/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd deleted file mode 100644 index 680ace8..0000000 --- a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd +++ /dev/null @@ -1,76 +0,0 @@ -extends GSAISpecializedAgent -class_name GSAIRigidBody2DAgent - -# A specialized steering agent that updates itself every frame so the user does -# not have to using a RigidBody2D -# @category - Specialized agents - -# The RigidBody2D to keep track of -var body : RigidBody2D setget _set_body - -var _last_position : Vector2 -var _body_ref : WeakRef - - -func _body_ready() -> void: - # warning-ignore:return_value_discarded - 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: - var _body: RigidBody2D = _body_ref.get_ref() - if not _body: - return - - applied_steering = true - _body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear)) - _body.apply_torque_impulse(acceleration.angular) - if calculate_velocities: - linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity) - angular_velocity = _body.angular_velocity - - -func _set_body(value: RigidBody2D) -> void: - var had_body : bool = false - - if body: - had_body = true - - body = value - _body_ref = weakref(value) - - _last_position = value.global_position - last_orientation = value.rotation - - position = GSAIUtils.to_vector3(_last_position) - orientation = last_orientation - - if !had_body: - if !body.is_inside_tree(): - body.connect("ready", self, "_body_ready") - else: - _body_ready() - - -func _on_SceneTree_frame() -> void: - var _body: RigidBody2D = _body_ref.get_ref() - if !_body: - return - - if !_body.is_inside_tree() or _body.get_tree().paused: - return - - var current_position : Vector2 = _body.global_position - var current_orientation : float = _body.rotation - - position = GSAIUtils.to_vector3(current_position) - orientation = current_orientation - - if calculate_velocities: - if applied_steering: - applied_steering = false - else: - linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity) - angular_velocity = _body.angular_velocity diff --git a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd b/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd deleted file mode 100644 index 652da1a..0000000 --- a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd +++ /dev/null @@ -1,74 +0,0 @@ -extends GSAISpecializedAgent -class_name GSAIRigidBody3DAgent - -# A specialized steering agent that updates itself every frame so the user does -# not have to using a RigidBody -# @category - Specialized agents - -# The RigidBody to keep track of -var body: RigidBody setget _set_body - -var _last_position: Vector3 -var _body_ref: WeakRef - -func _body_ready() -> void: - # warning-ignore:return_value_discarded - 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: - var _body: RigidBody = _body_ref.get_ref() - if !_body: - return - - 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: - var had_body : bool = false - - if body: - had_body = true - - body = value - _body_ref = weakref(value) - - _last_position = value.transform.origin - last_orientation = value.rotation.y - - position = _last_position - orientation = last_orientation - - if !had_body: - if !body.is_inside_tree(): - body.connect("ready", self, "_body_ready") - else: - _body_ready() - -func _on_SceneTree_frame() -> void: - var _body: RigidBody = _body_ref.get_ref() - if not _body: - return - - if not _body.is_inside_tree() or _body.get_tree().paused: - return - - var current_position : Vector3 = _body.transform.origin - var current_orientation : float = _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 diff --git a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd b/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd deleted file mode 100644 index e656a1d..0000000 --- a/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd +++ /dev/null @@ -1,42 +0,0 @@ -extends GSAISteeringAgent -class_name GSAISpecializedAgent - -# A base class for a specialized steering agent that updates itself every frame -# so the user does not have to. All other specialized agents derive from this. -# @category - Specialized agents -# @tags - abstract - -# If `true`, calculates linear and angular velocities based on the previous -# frame. When `false`, the user must keep those values updated. -var calculate_velocities : bool = true - -# If `true`, interpolates the current linear velocity towards 0 by the -# `linear_drag_percentage` value. -# Does not apply to `RigidBody` and `RigidBody2D` nodes. -var apply_linear_drag : bool = true - -# If `true`, interpolates the current angular velocity towards 0 by the -# `angular_drag_percentage` value. -# Does not apply to `RigidBody` and `RigidBody2D` nodes. -var apply_angular_drag : bool = true - -# The percentage between the current linear velocity and 0 to interpolate by if -# `apply_linear_drag` is true. -# Does not apply to `RigidBody` and `RigidBody2D` nodes. -var linear_drag_percentage : float = 0.0 - -# The percentage between the current angular velocity and 0 to interpolate by if -# `apply_angular_drag` is true. -# Does not apply to `RigidBody` and `RigidBody2D` nodes. -var angular_drag_percentage : float = 0.0 - -var last_orientation : float = 0.0 -var applied_steering : bool = false - -func apply_steering(_acceleration : GSAITargetAcceleration, _delta : float) -> void: - call("_apply_steering", _acceleration, _delta) - -# Moves the agent's body by target `acceleration`. -# @tags - virtual -func _apply_steering(_acceleration : GSAITargetAcceleration, _delta : float) -> void: - pass diff --git a/godot/project.pandemonium b/godot/project.pandemonium index a43419c..c91957d 100644 --- a/godot/project.pandemonium +++ b/godot/project.pandemonium @@ -13,38 +13,8 @@ _global_script_classes=[ { "class": @"DemoPickerUI", "language": @"GDScript", "path": "res://Demos/DemoPickerUI.gd" -}, { -"base": "GSAISpecializedAgent", -"class": @"GSAIKinematicBody2DAgent", -"language": @"GDScript", -"path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd" -}, { -"base": "GSAISpecializedAgent", -"class": @"GSAIKinematicBody3DAgent", -"language": @"GDScript", -"path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd" -}, { -"base": "GSAISpecializedAgent", -"class": @"GSAIRigidBody2DAgent", -"language": @"GDScript", -"path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd" -}, { -"base": "GSAISpecializedAgent", -"class": @"GSAIRigidBody3DAgent", -"language": @"GDScript", -"path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd" -}, { -"base": "GSAISteeringAgent", -"class": @"GSAISpecializedAgent", -"language": @"GDScript", -"path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd" } ] _global_script_class_icons={ -@"GSAIKinematicBody2DAgent": "", -@"GSAIKinematicBody3DAgent": "", -@"GSAIRigidBody2DAgent": "", -@"GSAIRigidBody3DAgent": "", -@"GSAISpecializedAgent": "", @"DemoPickerUI": "" }