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https://github.com/Relintai/godot-steering-ai-framework.git
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Add path following toy demo
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57
project/demos/follow_path/Drawer.gd
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57
project/demos/follow_path/Drawer.gd
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@ -0,0 +1,57 @@
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extends Node2D
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signal path_established(points)
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var active_points: = []
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var drawing: = false
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var distance_threshold: = 100.0
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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if drawing:
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active_points.append(event.position)
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update()
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elif event is InputEventMouseButton:
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if event.pressed and event.button_index == BUTTON_LEFT:
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active_points.clear()
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active_points.append(event.position)
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drawing = true
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update()
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elif not event.pressed:
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drawing = false
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_simplify()
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func _draw() -> void:
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if drawing:
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for point in active_points:
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draw_circle(point, 1, Color.red)
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else:
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if active_points.size() > 0:
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draw_circle(active_points.front(), 2, Color.red)
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draw_circle(active_points.back(), 2, Color.yellow)
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for i in range(1, active_points.size()):
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var start: Vector2 = active_points[i-1]
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var end: Vector2 = active_points[i]
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draw_line(start, end, Color.skyblue)
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func _simplify() -> void:
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var first: Vector2 = active_points.front()
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var last: Vector2 = active_points.back()
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var key: = first
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var simplified_path: = [first]
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for i in range(1, active_points.size()):
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var point: Vector2 = active_points[i]
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var distance: = point.distance_to(key)
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if distance > distance_threshold:
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key = point
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simplified_path.append(key)
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active_points = simplified_path
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if active_points.back() != last:
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active_points.append(last)
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update()
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emit_signal("path_established", active_points)
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8
project/demos/follow_path/FollowPathDemo.gd
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8
project/demos/follow_path/FollowPathDemo.gd
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@ -0,0 +1,8 @@
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extends Node2D
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onready var drawer: = $Drawer
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func _ready() -> void:
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$PathFollower.setup()
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@ -1,3 +1,26 @@
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[gd_scene format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://demos/follow_path/Drawer.gd" type="Script" id=1]
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[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=2]
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[ext_resource path="res://demos/follow_path/PathFollower.gd" type="Script" id=3]
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[ext_resource path="res://demos/follow_path/FollowPathDemo.gd" type="Script" id=4]
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[sub_resource type="CircleShape2D" id=1]
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radius = 16.0
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[node name="FollowPathDemo" type="Node2D"]
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script = ExtResource( 4 )
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[node name="Drawer" type="Node2D" parent="."]
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script = ExtResource( 1 )
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[node name="PathFollower" type="KinematicBody2D" parent="."]
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position = Vector2( 512, 300 )
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script = ExtResource( 3 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="PathFollower"]
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shape = SubResource( 1 )
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[node name="Sprite" type="Sprite" parent="PathFollower"]
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modulate = Color( 0.960784, 0.231373, 0.0392157, 1 )
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texture = ExtResource( 2 )
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43
project/demos/follow_path/PathFollower.gd
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43
project/demos/follow_path/PathFollower.gd
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@ -0,0 +1,43 @@
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extends KinematicBody2D
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onready var agent: = GSTSteeringAgent.new()
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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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], true)
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onready var follow: = GSTFollowPath.new(agent, path, 20, 0)
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var _velocity: = Vector2.ZERO
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var _accel: = GSTTargetAcceleration.new()
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var _valid: = false
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func setup() -> void:
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owner.drawer.connect("path_established", self, "_on_Drawer_path_established")
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agent.max_linear_acceleration = 20
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agent.max_linear_speed = 200
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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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_accel = follow.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.clamped(agent.max_linear_speed)
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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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func _on_Drawer_path_established(points: Array) -> void:
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var points3: = []
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for p in points:
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points3.append(Vector3(p.x, p.y, 0))
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path.create_path(points3)
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_valid = true
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@ -161,10 +161,6 @@ _global_script_class_icons={
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config/name="SteeringToolkit"
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config/icon="res://icon.png"
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[display]
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window/size/always_on_top=true
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[input]
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sf_left={
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@ -7,7 +7,7 @@ class_name GSTPath
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var open: bool
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var path_length: float
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var length: float
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var _segments: Array
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@ -16,7 +16,7 @@ var _nearest_point_on_path: Vector3
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func _init(waypoints: Array, is_open: = false) -> void:
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self.is_open = is_open
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open = is_open
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create_path(waypoints)
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_nearest_point_on_segment = waypoints[0]
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_nearest_point_on_path = waypoints[0]
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@ -25,10 +25,11 @@ func _init(waypoints: Array, is_open: = false) -> void:
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func create_path(waypoints: Array) -> void:
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if not waypoints or waypoints.size() < 2:
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printerr("Waypoints cannot be null and must contain at least two (2) waypoints.")
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return
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_segments = []
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path_length = 0
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var current: Vector3 = _segments[0]
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length = 0
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var current: Vector3 = waypoints.front()
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var previous: Vector3
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for i in range(1, waypoints.size(), 1):
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@ -38,14 +39,16 @@ func create_path(waypoints: Array) -> void:
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elif open:
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break
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else:
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current = waypoints[0]
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current = waypoints.front()
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var segment: = GSTSegment.new(previous, current)
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path_length += segment.length
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segment.cumulative_length = path_length
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length += segment.length
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segment.cumulative_length = length
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_segments.append(segment)
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func calculate_distance(agent_current_position: Vector3, path_parameter: Dictionary) -> float:
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if _segments.size() == 0:
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return 0.0
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var smallest_distance_squared: float = INF
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var nearest_segment: GSTSegment
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for i in range(_segments.size()):
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@ -53,7 +56,8 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
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var distance_squared: = _calculate_point_segment_distance_squared(
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segment.begin,
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segment.end,
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agent_current_position)
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agent_current_position
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)
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if distance_squared < smallest_distance_squared:
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_nearest_point_on_path = _nearest_point_on_segment
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@ -72,12 +76,12 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
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func calculate_target_position(param: Dictionary, target_distance: float) -> Vector3:
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if open:
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target_distance = clamp(target_distance, 0, path_length)
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target_distance = clamp(target_distance, 0, length)
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else:
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if target_distance < 0:
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target_distance = path_length + fmod(target_distance, path_length)
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elif target_distance > path_length:
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target_distance = fmod(target_distance, path_length)
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target_distance = length + fmod(target_distance, length)
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elif target_distance > length:
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target_distance = fmod(target_distance, length)
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var desired_segment: GSTSegment
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for i in range(_segments.size()):
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@ -86,6 +90,9 @@ func calculate_target_position(param: Dictionary, target_distance: float) -> Vec
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desired_segment = segment
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break
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if not desired_segment:
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desired_segment = _segments.back()
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var distance: = desired_segment.cumulative_length - target_distance
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return (
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@ -6,7 +6,7 @@ class_name GSTFollowPath
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var path: GSTPath
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var path_offset: = 0.0
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var path_param: = {}
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var path_param: = {segment_index = 0, distance = 0}
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var arrive_enabled: = true
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var prediction_time: = 0.0
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@ -32,7 +32,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
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var target_position: = path.calculate_target_position(path_param, target_distance)
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if arrive_enabled and path.is_open:
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if arrive_enabled and path.open:
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if path_offset >= 0:
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if target_distance > path.length - deceleration_radius:
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return _arrive(acceleration, target_position)
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