Add FollowPath behavior

This commit is contained in:
Francois Belair 2020-01-09 12:26:35 -05:00
parent 84f0465b88
commit 780e6038b8
2 changed files with 167 additions and 0 deletions

120
project/src/GSTPath.gd Normal file
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extends Reference
class_name GSTPath
var segments: Array
var is_open: bool
var path_length: float
var nearest_point_on_segment: Vector3
var nearest_point_on_path: Vector3
func _init(waypoints: Array, is_open: = false) -> void:
self.is_open = is_open
_create_path(waypoints)
nearest_point_on_segment = waypoints[0]
nearest_point_on_path = waypoints[0]
func get_start_point() -> Vector3:
return segments.front().begin
func get_end_point() -> Vector3:
return segments.back().end
func calculate_point_segment_distance_squared(a: Vector3, b: Vector3, c: Vector3) -> float:
nearest_point_on_segment = a
var ab: = b - a
var ab_length_squared: = ab.length_squared()
if ab_length_squared != 0:
var t = (c - a).dot(ab) / ab_length_squared
nearest_point_on_segment += ab * clamp(t, 0, 1)
return nearest_point_on_segment.distance_squared_to(c)
func calculate_distance(agent_current_position: Vector3, path_parameter: Dictionary) -> float:
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)
if distance_squared < smallest_distance_squared:
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:
if is_open:
target_distance = clamp(target_distance, 0, path_length)
else:
if target_distance < 0:
target_distance = path_length + fmod(target_distance, path_length)
elif target_distance > path_length:
target_distance = fmod(target_distance, path_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
var distance: = desired_segment.cumulative_length - target_distance
return (
(desired_segment.begin - desired_segment.end) *
(distance / desired_segment.length) + desired_segment.end)
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.")
segments = []
path_length = 0
var current: Vector3 = segments[0]
var previous: Vector3
for i in range(1, waypoints.size(), 1):
previous = current
if i < waypoints.size():
current = waypoints[i]
elif is_open:
break
else:
current = waypoints[0]
var segment: = GSTSegment.new(previous, current)
path_length += segment.length
segment.cumulative_length = path_length
segments.append(segment)
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)

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extends GSTArrive
class_name GSTFollowPath
# Produces a linear acceleration that moves the agent along the specified path.
var path: GSTPath
var path_offset: = 0.0
var path_param: = {}
var arrive_enabled: = true
var prediction_time: = 0.0
func _init(
agent: GSTSteeringAgent,
path: GSTPath,
path_offset: = 0.0,
prediction_time: = 0.0).(agent, null) -> void:
self.path = path
self.path_offset = path_offset
self.prediction_time = prediction_time
func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAcceleration:
var location: = (
agent.position if prediction_time == 0
else agent.position + (agent.linear_velocity * prediction_time))
var distance: = path.calculate_distance(location, path_param)
var target_distance: = distance + path_offset
var target_position: = path.calculate_target_position(path_param, target_distance)
if arrive_enabled and path.is_open:
if path_offset >= 0:
if target_distance > path.length - deceleration_radius:
return _arrive(acceleration, target_position)
else:
if target_distance < deceleration_radius:
return _arrive(acceleration, target_position)
acceleration.linear = (target_position - agent.position).normalized()
acceleration.linear *= agent.max_linear_acceleration
acceleration.angular = 0
return acceleration