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https://github.com/Relintai/godot-steering-ai-framework.git
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Add and have most demos use specialized agents
The agents auto-update themselves and can calculate their velocities. This keeps the user from having to create an update_agent function. It can also save the user from having to keep track of and update velocities at all by using the provided `apply_steering` method. Closes #15, closes #16
This commit is contained in:
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@ -1,7 +1,7 @@
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extends KinematicBody2D
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var agent := GSTSteeringAgent.new()
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var agent := GSTNode2DAgent.new(self)
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var target := GSTAgentLocation.new()
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var arrive := GSTArrive.new(agent, target)
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var _accel := GSTTargetAcceleration.new()
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@ -11,11 +11,8 @@ var _drag := 0.1
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func _physics_process(delta: float) -> void:
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_update_agent()
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arrive.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag).clamped(agent.linear_speed_max)
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_velocity = move_and_slide(_velocity)
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agent._apply_steering(_accel, delta)
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func setup(
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@ -26,12 +23,7 @@ func setup(
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) -> void:
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agent.linear_speed_max = linear_speed_max
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agent.linear_acceleration_max = linear_acceleration_max
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agent.position = Vector3(global_position.x, global_position.y, 0)
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agent.linear_drag_percentage = _drag
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arrive.deceleration_radius = deceleration_radius
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arrive.arrival_tolerance = arrival_tolerance
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target.position = agent.position
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func _update_agent() -> void:
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agent.position = Vector3(global_position.x, global_position.y, 0)
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agent.linear_velocity = Vector3(_velocity.x, _velocity.y, 0)
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@ -13,7 +13,7 @@ var _drag := 0.1
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var _color := Color(0.4, 1.0, 0.89, 0.3)
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onready var collision := $CollisionShape2D
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onready var agent := GSTSteeringAgent.new()
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onready var agent := GSTNode2DAgent.new(self)
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onready var proximity := GSTRadiusProximity.new(agent, [], 140)
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onready var avoid := GSTAvoidCollisions.new(agent, proximity)
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onready var target := GSTAgentLocation.new()
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@ -27,12 +27,11 @@ func _draw() -> void:
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func _physics_process(delta: float) -> void:
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_update_agent()
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target.position.x = agent.position.x + _direction.x*_radius
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target.position.y = agent.position.y + _direction.y*_radius
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priority.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag)
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_velocity = _velocity.clamped(agent.linear_speed_max)
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_velocity = move_and_slide(_velocity)
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agent._apply_steering(_accel, delta)
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func setup(
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@ -46,15 +45,19 @@ func setup(
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) -> void:
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rng.randomize()
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_direction = Vector2(rng.randf_range(-1, 1), rng.randf_range(-1, 1)).normalized()
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_update_agent()
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agent.linear_speed_max = linear_speed_max
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agent.linear_acceleration_max = linear_accel_max
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proximity.radius = proximity_radius
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_boundary_bottom = boundary_bottom
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_boundary_right = boundary_right
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_radius = collision.shape.radius
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agent.bounding_radius = _radius
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agent.linear_drag_percentage = _drag
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self.draw_proximity = draw_proximity
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priority.add(avoid)
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@ -84,12 +87,3 @@ func set_random_nonoverlapping_position(others: Array, distance_from_boundary_mi
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done = false
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if done:
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break
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func _update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.linear_velocity.x = _velocity.x
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agent.linear_velocity.y = _velocity.y
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target.position.x = agent.position.x + _direction.x*_radius
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target.position.y = agent.position.y + _direction.y*_radius
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@ -2,7 +2,7 @@ extends KinematicBody2D
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var face: GSTFace
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var agent := GSTSteeringAgent.new()
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var agent := GSTNode2DAgent.new(self)
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var _accel := GSTTargetAcceleration.new()
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var _angular_drag := 0.1
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@ -20,14 +20,7 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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face.calculate_steering(_accel)
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agent.angular_velocity = clamp(
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agent.angular_velocity + _accel.angular,
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-agent.angular_speed_max,
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agent.angular_speed_max
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)
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agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
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agent.orientation += agent.angular_velocity * delta
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rotation = agent.orientation
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agent._apply_steering(_accel, delta)
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func _draw() -> void:
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@ -48,5 +41,4 @@ func setup(
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agent.angular_acceleration_max = angular_accel_max
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agent.angular_speed_max = angular_speed_max
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agent.position = Vector3(global_position.x, global_position.y, 0)
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agent.angular_drag_percentage = _angular_drag
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@ -6,7 +6,7 @@ var _accel := GSTTargetAcceleration.new()
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var _valid := false
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var _drag := 0.1
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onready var agent := GSTSteeringAgent.new()
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onready var agent := GSTNode2DAgent.new(self)
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onready var path := GSTPath.new([
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Vector3(global_position.x, global_position.y, 0),
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Vector3(global_position.x, global_position.y, 0)
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@ -25,27 +25,18 @@ func setup(
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owner.drawer.connect("path_established", self, "_on_Drawer_path_established")
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follow.path_offset = path_offset
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follow.prediction_time = predict_time
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agent.linear_acceleration_max = accel_max
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agent.linear_speed_max = speed_max
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follow.deceleration_radius = decel_radius
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follow.arrival_tolerance = arrival_tolerance
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agent.linear_acceleration_max = accel_max
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agent.linear_speed_max = speed_max
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agent.linear_drag_percentage = _drag
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func _physics_process(delta: float) -> void:
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if _valid:
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_update_agent()
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follow.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag)
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_velocity = _velocity.clamped(agent.linear_speed_max)
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_velocity = move_and_slide(_velocity)
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func _update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.linear_velocity.x = _velocity.x
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agent.linear_velocity.y = _velocity.y
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agent._apply_steering(_accel, delta)
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func _on_Drawer_path_established(points: Array) -> void:
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@ -4,7 +4,7 @@ extends KinematicBody2D
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var separation: GSTSeparation
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var cohesion: GSTCohesion
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var proximity: GSTRadiusProximity
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var agent := GSTSteeringAgent.new()
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var agent := GSTNode2DAgent.new(self)
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var blend := GSTBlend.new(agent)
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var acceleration := GSTTargetAcceleration.new()
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var draw_proximity := false
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@ -28,6 +28,7 @@ func setup(
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agent.linear_acceleration_max = linear_accel_max
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agent.linear_speed_max = linear_speed_max
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agent.linear_drag_percentage = 0.1
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proximity = GSTRadiusProximity.new(agent, [], proximity_radius)
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separation = GSTSeparation.new(agent, proximity)
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@ -43,14 +44,9 @@ func _draw() -> void:
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func _physics_process(delta: float) -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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if blend:
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blend.calculate_steering(acceleration)
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_velocity += Vector2(acceleration.linear.x, acceleration.linear.y)
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_velocity = _velocity.linear_interpolate(Vector2.ZERO, 0.1)
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_velocity = _velocity.clamped(agent.linear_speed_max)
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move_and_slide(_velocity)
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agent._apply_steering(acceleration, delta)
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func set_neighbors(neighbor: Array) -> void:
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@ -12,5 +12,6 @@ script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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script = ExtResource( 3 )
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inner_color = Color( 0, 0, 0, 1 )
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outer_color = Color( 0.301961, 0.65098, 1, 1 )
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stroke = 4.0
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@ -4,71 +4,68 @@ extends KinematicBody2D
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export var use_seek: bool = false
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var _orient_behavior: GSTSteeringBehavior
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var _behavior: GSTSteeringBehavior
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var _blend: GSTBlend
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var _linear_velocity := Vector2()
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var _linear_drag_coefficient := 0.025
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var _angular_velocity := 0.0
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var _angular_drag := 0.1
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var _direction_face := GSTAgentLocation.new()
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onready var agent := GSTSteeringAgent.new()
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onready var agent := GSTNode2DAgent.new(self)
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onready var accel := GSTTargetAcceleration.new()
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onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
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func _ready() -> void:
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agent.calculate_velocities = false
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set_physics_process(false)
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func _physics_process(delta: float) -> void:
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_update_agent()
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_behavior.calculate_steering(accel)
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_direction_face.position = agent.position + accel.linear.normalized()
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_orient_behavior.calculate_steering(accel)
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_angular_velocity += accel.angular
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_angular_velocity = clamp(
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lerp(_angular_velocity, 0, _angular_drag),
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_blend.calculate_steering(accel)
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agent.angular_velocity = clamp(
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agent.angular_velocity + accel.angular,
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-agent.angular_speed_max,
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agent.angular_speed_max
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)
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agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
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rotation += agent.angular_velocity * delta
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rotation += _angular_velocity * delta
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var linear_velocity := (
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GSTUtils.to_vector2(agent.linear_velocity) +
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(GSTUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max)
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)
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linear_velocity = linear_velocity.clamped(agent.linear_speed_max)
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linear_velocity = linear_velocity.linear_interpolate(
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Vector2.ZERO,
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_linear_drag_coefficient
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)
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_linear_velocity += GSTUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max
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_linear_velocity = _linear_velocity.clamped(agent.linear_speed_max)
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_linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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_linear_velocity = move_and_slide(_linear_velocity)
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linear_velocity = move_and_slide(linear_velocity)
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agent.linear_velocity = GSTUtils.to_vector3(linear_velocity)
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func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
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var behavior: GSTSteeringBehavior
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if use_seek:
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_behavior = GSTSeek.new(agent, player_agent)
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behavior = GSTSeek.new(agent, player_agent)
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else:
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_behavior = GSTPursue.new(agent, player_agent, predict_time)
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behavior = GSTPursue.new(agent, player_agent, predict_time)
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_orient_behavior = GSTFace.new(agent, _direction_face)
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_orient_behavior.alignment_tolerance = deg2rad(5)
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_orient_behavior.deceleration_radius = deg2rad(5)
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var orient_behavior := GSTFace.new(agent, _direction_face)
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orient_behavior.alignment_tolerance = deg2rad(5)
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orient_behavior.deceleration_radius = deg2rad(5)
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_blend = GSTBlend.new(agent)
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_blend.add(behavior, 1)
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_blend.add(orient_behavior, 1)
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agent.angular_acceleration_max = deg2rad(40)
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agent.angular_speed_max = deg2rad(90)
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agent.linear_acceleration_max = linear_accel_max
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agent.linear_speed_max = linear_speed_max
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_update_agent()
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set_physics_process(true)
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func _update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.orientation = rotation
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agent.linear_velocity.x = _linear_velocity.x
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agent.linear_velocity.y = _linear_velocity.y
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agent.angular_velocity = _angular_velocity
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@ -1,5 +1,4 @@
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extends KinematicBody2D
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# AI agent that uses the Seek behavior to hone in on the player's location as directly as possible.
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var player_agent: GSTAgentLocation
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@ -8,7 +7,7 @@ var start_speed: float
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var start_accel: float
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var use_seek := true
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onready var agent := GSTSteeringAgent.new()
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onready var agent := GSTNode2DAgent.new(self)
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onready var accel := GSTTargetAcceleration.new()
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onready var seek := GSTSeek.new(agent, player_agent)
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onready var flee := GSTFlee.new(agent, player_agent)
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@ -23,18 +22,9 @@ func _physics_process(delta: float) -> void:
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if not player_agent:
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return
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_update_agent()
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if use_seek:
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seek.calculate_steering(accel)
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else:
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flee.calculate_steering(accel)
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velocity = (velocity + Vector2(accel.linear.x, accel.linear.y)).clamped(agent.linear_speed_max)
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velocity = move_and_slide(velocity)
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func _update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.linear_velocity.x = velocity.x
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agent.linear_velocity.y = velocity.y
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agent._apply_steering(accel, delta)
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@ -74,6 +74,16 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Behaviors/GSTMatchOrientation.gd"
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}, {
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"base": "GSTNodeAgent",
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"class": "GSTNode2DAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTNode2DAgent.gd"
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}, {
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"base": "GSTSteeringAgent",
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"class": "GSTNodeAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTNodeAgent.gd"
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}, {
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"base": "Reference",
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"class": "GSTPath",
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"language": "GDScript",
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@ -109,6 +119,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Behaviors/GSTSeparation.gd"
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}, {
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"base": "GSTNodeAgent",
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"class": "GSTSpatialAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTSpatialAgent.gd"
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}, {
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"base": "GSTAgentLocation",
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"class": "GSTSteeringAgent",
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"language": "GDScript",
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@ -143,6 +158,8 @@ _global_script_class_icons={
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"GSTInfiniteProximity": "",
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"GSTLookWhereYouGo": "",
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"GSTMatchOrientation": "",
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"GSTNode2DAgent": "",
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"GSTNodeAgent": "",
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"GSTPath": "",
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"GSTPriority": "",
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"GSTProximity": "",
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@ -150,6 +167,7 @@ _global_script_class_icons={
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"GSTRadiusProximity": "",
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"GSTSeek": "",
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"GSTSeparation": "",
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"GSTSpatialAgent": "",
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"GSTSteeringAgent": "",
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"GSTSteeringBehavior": "",
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"GSTTargetAcceleration": "",
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File diff suppressed because it is too large
Load Diff
165
project/src/Agents/GSTNode2DAgent.gd
Normal file
165
project/src/Agents/GSTNode2DAgent.gd
Normal file
@ -0,0 +1,165 @@
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# A specialized steering agent that updates itself every frame so the user does
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# not have to.
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extends GSTNodeAgent
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class_name GSTNode2DAgent
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# The Node2D to keep track of
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var body: Node2D setget _set_body
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var _last_position: Vector2
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func _init(body: Node2D) -> void:
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self.body = body
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if body.is_inside_tree():
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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else:
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body.connect("ready", self, "_on_body_ready")
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
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_applied_steering = true
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match _body_type:
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BodyType.RIGID:
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_apply_rigid_steering(acceleration)
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BodyType.KINEMATIC:
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match kinematic_movement_type:
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MovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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MovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear)
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MovementType.POSITION:
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_apply_normal_steering(acceleration.linear, delta)
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BodyType.NODE:
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_apply_normal_steering(acceleration.linear, delta)
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if not _body_type == BodyType.RIGID:
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_apply_orientation_steering(acceleration.angular, delta)
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|
||||
func _apply_rigid_steering(accel: GSTTargetAcceleration) -> void:
|
||||
body.apply_central_impulse(GSTUtils.to_vector2(accel.linear))
|
||||
body.apply_torque_impulse(accel.angular)
|
||||
if calculate_velocities:
|
||||
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
|
||||
angular_velocity = body.angular_velocity
|
||||
|
||||
|
||||
func _apply_sliding_steering(accel: Vector3) -> void:
|
||||
var velocity := GSTUtils.to_vector2(linear_velocity + accel).clamped(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 = GSTUtils.to_vector3(velocity)
|
||||
|
||||
|
||||
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
|
||||
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(
|
||||
Vector3.ZERO,
|
||||
linear_drag_percentage
|
||||
)
|
||||
body.move_and_collide(GSTUtils.to_vector2(velocity) * delta)
|
||||
if calculate_velocities:
|
||||
linear_velocity = velocity
|
||||
|
||||
|
||||
func _apply_normal_steering(accel: Vector3, delta: float) -> void:
|
||||
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(
|
||||
Vector3.ZERO,
|
||||
linear_drag_percentage
|
||||
)
|
||||
body.global_position += GSTUtils.to_vector2(velocity) * delta
|
||||
if calculate_velocities:
|
||||
linear_velocity = velocity
|
||||
|
||||
|
||||
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
|
||||
var velocity = angular_velocity + angular_acceleration
|
||||
if apply_angular_drag:
|
||||
velocity = lerp(velocity, 0, angular_drag_percentage)
|
||||
body.rotation += velocity * delta
|
||||
if calculate_velocities:
|
||||
angular_velocity = velocity
|
||||
|
||||
|
||||
func _set_use_physics(value: bool) -> void:
|
||||
if use_physics and not value:
|
||||
body.get_tree().disconnect("idle_frame", self, "_on_SceneTree_frame")
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
elif not use_physics and value:
|
||||
body.get_tree().disconnect("physics_frame", self, "_on_SceneTree_frame")
|
||||
body.get_tree().connect("idle_frame", self, "_on_SceneTree_frame")
|
||||
use_physics = value
|
||||
|
||||
|
||||
func _set_body(value: Node2D) -> void:
|
||||
body = value
|
||||
if body is RigidBody2D:
|
||||
_body_type = BodyType.RIGID
|
||||
elif body is KinematicBody2D:
|
||||
_body_type = BodyType.KINEMATIC
|
||||
else:
|
||||
_body_type = BodyType.NODE
|
||||
|
||||
if _body_type == BodyType.RIGID:
|
||||
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
|
||||
angular_velocity = body.angular_velocity
|
||||
else:
|
||||
_last_position = body.global_position
|
||||
_last_orientation = body.rotation
|
||||
|
||||
position = GSTUtils.to_vector3(_last_position)
|
||||
orientation = _last_orientation
|
||||
|
||||
|
||||
func _on_body_ready() -> void:
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
_set_body(body)
|
||||
|
||||
|
||||
func _on_SceneTree_frame() -> void:
|
||||
var current_position: Vector2 = body.global_position
|
||||
var current_orientation: float = body.rotation
|
||||
|
||||
position = GSTUtils.to_vector3(current_position)
|
||||
orientation = current_orientation
|
||||
|
||||
if calculate_velocities:
|
||||
if _applied_steering:
|
||||
_applied_steering = false
|
||||
else:
|
||||
match _body_type:
|
||||
BodyType.RIGID:
|
||||
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
|
||||
angular_velocity = body.angular_velocity
|
||||
_:
|
||||
linear_velocity = GSTUtils.clampedv3(
|
||||
GSTUtils.to_vector3(_last_position - current_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
|
79
project/src/Agents/GSTNodeAgent.gd
Normal file
79
project/src/Agents/GSTNodeAgent.gd
Normal file
@ -0,0 +1,79 @@
|
||||
# A base class for a specialized steering agent that updates itself every frame
|
||||
# so the user does not have to.
|
||||
extends GSTSteeringAgent
|
||||
class_name GSTNodeAgent
|
||||
|
||||
|
||||
enum MovementType { SLIDE, COLLIDE, POSITION }
|
||||
|
||||
enum BodyType { NODE, KINEMATIC, RIGID }
|
||||
|
||||
|
||||
# If `true`, will update before `_physics_process` is called. If `false`, will
|
||||
# update before `_process` is called.
|
||||
#
|
||||
# `KinematicBody`, `KinematicBody2D`, `RigidBody`, and `RigidBody2D` should
|
||||
# always use `_physics_process`.
|
||||
var use_physics := true setget _set_use_physics
|
||||
|
||||
# If `true`, will calculate linear and angular velocities based on the previous
|
||||
# frame. When `false`, the user must keep those values updated.
|
||||
var calculate_velocities := true
|
||||
|
||||
# If `true` and velocities and `calculate_velocities` is true, will interpolate
|
||||
# the current linear velocity towards 0 by the `linear_drag_percentage` value.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var apply_linear_drag := true
|
||||
|
||||
# If `true` and velocities and `calculate_velocities` is true, will interpolate
|
||||
# the current angular velocity towards 0 by the `angular_drag_percentage` value.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var apply_angular_drag := true
|
||||
|
||||
# The percentage between the current linear velocity and 0 to interpolate by if
|
||||
# `calculate_velocities` and `apply_linear_drag` are true.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var linear_drag_percentage := 0.0
|
||||
|
||||
# The percentage between the current angular velocity and 0 to interpolate by if
|
||||
# `calculate_velocities` and `apply_angular_drag` are true.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var angular_drag_percentage := 0.0
|
||||
|
||||
# Determines how linear movement occurs if the body is a `KinematicBody` or
|
||||
# `KinematicBody2D`.
|
||||
#
|
||||
# SLIDE uses `move_and_slide`
|
||||
# COLLIDE uses `move_and_collide`
|
||||
# POSITION changes global position directly
|
||||
var kinematic_movement_type: int = MovementType.SLIDE
|
||||
|
||||
var _last_orientation: float
|
||||
var _body_type: int
|
||||
var _applied_steering := false
|
||||
|
||||
|
||||
# Moves the agent's body by target `acceleration`.
|
||||
# tags: virtual
|
||||
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_sliding_steering(accel: Vector3) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_normal_steering(accel: Vector3, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _set_use_physics(value: bool) -> void:
|
||||
use_physics = value
|
166
project/src/Agents/GSTSpatialAgent.gd
Normal file
166
project/src/Agents/GSTSpatialAgent.gd
Normal file
@ -0,0 +1,166 @@
|
||||
# A specialized steering agent that updates itself every frame so the user does
|
||||
# not have to.
|
||||
extends GSTNodeAgent
|
||||
class_name GSTSpatialAgent
|
||||
|
||||
|
||||
# The Spatial to keep track of
|
||||
var body: Spatial setget _set_body
|
||||
|
||||
var _last_position: Vector3
|
||||
|
||||
|
||||
func _init(body: Spatial) -> void:
|
||||
self.body = body
|
||||
if body.is_inside_tree():
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
else:
|
||||
body.connect("ready", self, "_on_body_ready")
|
||||
|
||||
|
||||
# Moves the agent's `body` by target `acceleration`.
|
||||
# tags: virtual
|
||||
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
|
||||
_applied_steering = true
|
||||
match _body_type:
|
||||
BodyType.RIGID:
|
||||
_apply_rigid_steering(acceleration)
|
||||
BodyType.KINEMATIC:
|
||||
match kinematic_movement_type:
|
||||
MovementType.COLLIDE:
|
||||
_apply_collide_steering(acceleration.linear, delta)
|
||||
MovementType.SLIDE:
|
||||
_apply_sliding_steering(acceleration.linear)
|
||||
MovementType.POSITION:
|
||||
_apply_normal_steering(acceleration.linear, delta)
|
||||
BodyType.NODE:
|
||||
_apply_normal_steering(acceleration.linear, delta)
|
||||
if not _body_type == BodyType.RIGID:
|
||||
_apply_orientation_steering(acceleration.angular, delta)
|
||||
|
||||
|
||||
func _apply_rigid_steering(accel: GSTTargetAcceleration) -> void:
|
||||
body.apply_central_impulse(GSTUtils.to_Vector3(accel.linear))
|
||||
body.apply_torque_impulse(accel.angular)
|
||||
if calculate_velocities:
|
||||
linear_velocity = body.linear_velocity
|
||||
angular_velocity = body.angular_velocity.y
|
||||
|
||||
|
||||
func _apply_sliding_steering(accel: Vector3) -> void:
|
||||
var velocity := GSTUtils.clampedv3(linear_velocity + accel, 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 velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(
|
||||
Vector3.ZERO,
|
||||
linear_drag_percentage
|
||||
)
|
||||
body.move_and_collide(velocity * delta)
|
||||
if calculate_velocities:
|
||||
linear_velocity = velocity
|
||||
|
||||
|
||||
func _apply_normal_steering(accel: Vector3, delta: float) -> void:
|
||||
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(
|
||||
Vector3.ZERO,
|
||||
linear_drag_percentage
|
||||
)
|
||||
body.global_position += velocity * delta
|
||||
if calculate_velocities:
|
||||
linear_velocity = velocity
|
||||
|
||||
|
||||
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
|
||||
var velocity = angular_velocity + angular_acceleration
|
||||
if apply_angular_drag:
|
||||
velocity = lerp(velocity, 0, angular_drag_percentage)
|
||||
body.rotation += velocity * delta
|
||||
if calculate_velocities:
|
||||
angular_velocity = velocity
|
||||
|
||||
|
||||
func _set_use_physics(value: bool) -> void:
|
||||
if use_physics and not value:
|
||||
body.get_tree().disconnect("idle_frame", self, "_on_SceneTree_frame")
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
elif not use_physics and value:
|
||||
body.get_tree().disconnect("physics_frame", self, "_on_SceneTree_frame")
|
||||
body.get_tree().connect("idle_frame", self, "_on_SceneTree_frame")
|
||||
use_physics = value
|
||||
|
||||
|
||||
func _set_body(value: Spatial) -> void:
|
||||
body = value
|
||||
if body is RigidBody:
|
||||
_body_type = BodyType.RIGID
|
||||
elif body is KinematicBody:
|
||||
_body_type = BodyType.KINEMATIC
|
||||
else:
|
||||
_body_type = BodyType.NODE
|
||||
|
||||
if _body_type == BodyType.RIGID:
|
||||
linear_velocity = body.linear_velocity
|
||||
angular_velocity = body.angular_velocity
|
||||
else:
|
||||
_last_position = body.global_position
|
||||
_last_orientation = body.rotation.y
|
||||
|
||||
position = _last_position
|
||||
orientation = _last_orientation
|
||||
|
||||
|
||||
func _on_body_ready() -> void:
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
body.disconnect("ready", self, "_on_body_ready")
|
||||
_set_body(body)
|
||||
|
||||
|
||||
func _on_SceneTree_frame() -> void:
|
||||
var current_position: Vector3 = body.global_position
|
||||
var current_orientation: float = body.rotation.y
|
||||
|
||||
position = current_position
|
||||
orientation = current_orientation
|
||||
|
||||
if calculate_velocities:
|
||||
if _applied_steering:
|
||||
_applied_steering = false
|
||||
else:
|
||||
match _body_type:
|
||||
BodyType.RIGID:
|
||||
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
|
||||
angular_velocity = body.angular_velocity
|
||||
_:
|
||||
linear_velocity = GSTUtils.clampedv3(
|
||||
_last_position - current_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
|
@ -25,3 +25,13 @@ static func vector3_to_angle(vector: Vector3) -> float:
|
||||
# rotate around the Y axis.
|
||||
static func angle_to_vector2(angle: float) -> Vector2:
|
||||
return Vector2(sin(-angle), cos(angle))
|
||||
|
||||
|
||||
# Returns a vector2 with `vector`'s x and y components.
|
||||
static func to_vector2(vector: Vector3) -> Vector2:
|
||||
return Vector2(vector.x, vector.y)
|
||||
|
||||
|
||||
# Returns a vector3 with `vector`'s x and y components and 0 in z.
|
||||
static func to_vector3(vector: Vector2) -> Vector3:
|
||||
return Vector3(vector.x, vector.y, 0)
|
||||
|
Loading…
Reference in New Issue
Block a user