Updated the engine. Now it has agents built in aswell.

This commit is contained in:
Relintai 2023-01-14 13:37:09 +01:00
parent 0c863b099d
commit 111a729eb8
7 changed files with 1 additions and 547 deletions

2
HEADS
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@ -1 +1 @@
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extends GSAISpecializedAgent
class_name GSAIKinematicBody2DAgent
# 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

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@ -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

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@ -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

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@ -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

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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

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@ -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": ""
}