mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-12-24 05:37:15 +01:00
Add documentation strings for base types
This commit is contained in:
parent
e95e3bf386
commit
5f6dd15c0e
@ -16,7 +16,7 @@ func _face(acceleration: GSTTargetAcceleration, target_position: Vector3) -> GST
|
||||
acceleration.set_zero()
|
||||
return acceleration
|
||||
else:
|
||||
var orientation = atan2(to_target.x, -to_target.y)
|
||||
var orientation = GSTUtils.vector_to_angle(to_target)
|
||||
return _match_orientation(acceleration, orientation)
|
||||
|
||||
|
||||
|
@ -6,8 +6,6 @@ extends GSTArrive
|
||||
var path: GSTPath
|
||||
var path_offset := 0.0
|
||||
|
||||
var path_param := {segment_index = 0, distance = 0}
|
||||
|
||||
var arrive_enabled := true
|
||||
var prediction_time := 0.0
|
||||
|
||||
@ -27,10 +25,10 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
|
||||
agent.position if prediction_time == 0
|
||||
else agent.position + (agent.linear_velocity * prediction_time))
|
||||
|
||||
var distance := path.calculate_distance(location, path_param)
|
||||
var distance := path.calculate_distance(location)
|
||||
var target_distance := distance + path_offset
|
||||
|
||||
var target_position := path.calculate_target_position(path_param, target_distance)
|
||||
var target_position := path.calculate_target_position(target_distance)
|
||||
|
||||
if arrive_enabled and path.open:
|
||||
if path_offset >= 0:
|
||||
|
@ -12,5 +12,5 @@ func _calculate_steering(accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
||||
accel.set_zero()
|
||||
return accel
|
||||
else:
|
||||
var orientation := atan2(agent.linear_velocity.x, -agent.linear_velocity.y)
|
||||
var orientation := GSTUtils.vector_to_angle(agent.linear_velocity)
|
||||
return _match_orientation(accel, orientation)
|
||||
|
@ -1,6 +1,8 @@
|
||||
class_name GSTAgentLocation
|
||||
# Data type to represent an agent with a location and an orientation
|
||||
# Data type to represent an agent with a location and an orientation only.
|
||||
|
||||
|
||||
# The agent's position in space.
|
||||
var position := Vector3.ZERO
|
||||
# The agent's orientation on its Y axis rotation.
|
||||
var orientation := 0.0
|
||||
|
@ -3,14 +3,17 @@ class_name GSTGroupBehavior
|
||||
# Extended behavior that features a Proximity group for group-based behaviors.
|
||||
|
||||
|
||||
# The group area definition that will be used to find the owning agent's neighbors
|
||||
var proximity: GSTProximity
|
||||
|
||||
var _callback := funcref(self, "report_neighbor")
|
||||
|
||||
|
||||
# Initializes the behavior with its owning `agent` and group's `proximity`
|
||||
func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent) -> void:
|
||||
self.proximity = proximity
|
||||
|
||||
|
||||
# Internal callback for the behavior to define whether or not a member is relevant
|
||||
func report_neighbor(neighbor: GSTSteeringAgent) -> bool:
|
||||
return false
|
||||
|
@ -1,12 +1,12 @@
|
||||
extends Reference
|
||||
class_name GSTPath
|
||||
# Represents a path made up of Vector3 waypoints, split into path segments for use by path
|
||||
# following algorithms.
|
||||
|
||||
# # Keeping it updated requires calling `create_path` to update the path.
|
||||
# following behaviors.
|
||||
|
||||
|
||||
# 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
|
||||
var length: float
|
||||
|
||||
var _segments: Array
|
||||
@ -15,6 +15,7 @@ var _nearest_point_on_segment: Vector3
|
||||
var _nearest_point_on_path: Vector3
|
||||
|
||||
|
||||
# Initializes and creates a path with the provided waypoints
|
||||
func _init(waypoints: Array, open := false) -> void:
|
||||
self.open = open
|
||||
create_path(waypoints)
|
||||
@ -22,6 +23,7 @@ func _init(waypoints: Array, open := false) -> void:
|
||||
_nearest_point_on_path = waypoints[0]
|
||||
|
||||
|
||||
# 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.")
|
||||
@ -46,7 +48,8 @@ func create_path(waypoints: Array) -> void:
|
||||
_segments.append(segment)
|
||||
|
||||
|
||||
func calculate_distance(agent_current_position: Vector3, path_parameter: Dictionary) -> float:
|
||||
# Returns the distance from the provided `agent_current_position` to the next point waypoint.
|
||||
func calculate_distance(agent_current_position: Vector3) -> float:
|
||||
if _segments.size() == 0:
|
||||
return 0.0
|
||||
var smallest_distance_squared: float = INF
|
||||
@ -63,18 +66,17 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
|
||||
_nearest_point_on_path = _nearest_point_on_segment
|
||||
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))
|
||||
|
||||
path_parameter.distance = length_on_path
|
||||
|
||||
return length_on_path
|
||||
|
||||
|
||||
func calculate_target_position(param: Dictionary, target_distance: float) -> Vector3:
|
||||
# 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:
|
||||
target_distance = clamp(target_distance, 0, length)
|
||||
else:
|
||||
@ -100,10 +102,12 @@ func calculate_target_position(param: Dictionary, target_distance: float) -> Vec
|
||||
(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
|
||||
|
||||
|
@ -1,14 +1,24 @@
|
||||
extends GSTAgentLocation
|
||||
class_name GSTSteeringAgent
|
||||
# Extended agent data type that adds velocity, speed, and size data
|
||||
# An extended `GSTAgentLocation` that adds velocity, speed, and size data. It is the character's
|
||||
# responsibility to keep this information up to date for the steering toolkit to work correctly.
|
||||
|
||||
|
||||
# The amount of velocity to be considered effectively not moving.
|
||||
var zero_linear_speed_threshold := 0.01
|
||||
# The maximum amount of speed the agent can move at.
|
||||
var linear_speed_max := 0.0
|
||||
# The maximum amount of acceleration that any behavior can apply to an agent.
|
||||
var linear_acceleration_max := 0.0
|
||||
# The maximum amount of angular speed the agent can rotate at.
|
||||
var angular_speed_max := 0.0
|
||||
# The maximum amount of angular acceleration that any behavior can apply to an agent.
|
||||
var angular_acceleration_max := 0.0
|
||||
# The current speed in a given direction the agent is traveling at.
|
||||
var linear_velocity := Vector3.ZERO
|
||||
# The current angular speed the agent is traveling at.
|
||||
var angular_velocity := 0.0
|
||||
# The radius of the sphere that approximates the agent's size in space.
|
||||
var bounding_radius := 0.0
|
||||
# Used internally by group behaviors and proximities to mark an agent as already considered.
|
||||
var tagged := false
|
||||
|
@ -1,15 +1,21 @@
|
||||
class_name GSTSteeringBehavior
|
||||
# Base class to calculate how an AI agent steers itself.
|
||||
# The base class for all steering behaviors to extend. A steering behavior calculates the linear
|
||||
# and/or angular acceleration to be applied to its owning agent
|
||||
|
||||
|
||||
# Whether this behavior is enabled. All disabled behaviors return zero amounts of acceleration.
|
||||
# Defaults to true
|
||||
var enabled := true
|
||||
# The agent on which all steering calculations are to be made.
|
||||
var agent: GSTSteeringAgent
|
||||
|
||||
|
||||
# Sets the behavior's owning `agent`
|
||||
func _init(agent: GSTSteeringAgent) -> void:
|
||||
self.agent = agent
|
||||
|
||||
|
||||
# Returns the `acceleration` parameter modified with the behavior's desired amount of acceleration
|
||||
func calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
||||
if enabled:
|
||||
return _calculate_steering(acceleration)
|
||||
|
@ -1,11 +1,14 @@
|
||||
class_name GSTTargetAcceleration
|
||||
# A linear and angular amount of acceleration.
|
||||
# A desired linear and angular amount of acceleration requested by the steering system.
|
||||
|
||||
|
||||
# The linear amount of acceleration
|
||||
var linear := Vector3.ZERO
|
||||
# The angular amount of acceleration
|
||||
var angular := 0.0
|
||||
|
||||
|
||||
# Sets the linear and angular components to 0
|
||||
func set_zero() -> void:
|
||||
linear.x = 0.0
|
||||
linear.y = 0.0
|
||||
@ -13,14 +16,17 @@ func set_zero() -> void:
|
||||
angular = 0.0
|
||||
|
||||
|
||||
# Adds `accel`'s components, multiplied by `scalar`, to this one.
|
||||
func add_scaled_accel(accel: GSTTargetAcceleration, scalar: float) -> void:
|
||||
linear += accel.linear * scalar
|
||||
angular += accel.angular * scalar
|
||||
|
||||
|
||||
# Returns the squared magnitude of the linear and angular components
|
||||
func get_magnitude_squared() -> float:
|
||||
return linear.length_squared() + angular * angular
|
||||
|
||||
|
||||
# Returns the magnitude of the linear and angular components
|
||||
func get_magnitude() -> float:
|
||||
return sqrt(get_magnitude_squared())
|
||||
|
@ -1,10 +1,17 @@
|
||||
class_name GSTUtils
|
||||
# Useful math and utility functions to complement Godot's own.
|
||||
# Useful math and vector manipulation functions to complement Godot's own.
|
||||
|
||||
|
||||
# Returns the provided `vector` with its length capped to `limit`.
|
||||
static func clampedv3(vector: Vector3, limit: float) -> Vector3:
|
||||
var length_squared := vector.length_squared()
|
||||
var limit_squared := limit * limit
|
||||
if length_squared > limit_squared:
|
||||
vector *= sqrt(limit_squared / length_squared)
|
||||
return vector
|
||||
|
||||
|
||||
# Returns the provided vector as an angle in radians. This assumes orientation for 2D
|
||||
# agents or 3D agents that are upright and rotate around the Y axis.
|
||||
static func vector_to_angle(vector: Vector3) -> float:
|
||||
return atan2(vector.x, -vector.y)
|
||||
|
Loading…
Reference in New Issue
Block a user