Merge pull request #6 from GDQuest/features/final-toys

Add path following and collision avoid toy demos
This commit is contained in:
Răzvan C. Rădulescu 2020-01-17 15:51:20 +02:00 committed by GitHub
commit c7d776c2e0
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GPG Key ID: 4AEE18F83AFDEB23
36 changed files with 610 additions and 82 deletions

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@ -2,7 +2,7 @@ extends Node2D
export(float, 0, 2000, 40) var max_linear_speed := 800.0 setget set_max_linear_speed export(float, 0, 2000, 40) var max_linear_speed := 800.0 setget set_max_linear_speed
export(float, 0, 200, 1) var max_linear_acceleration := 80.0 setget set_max_linear_acceleration export(float, 0, 200, 2.0) var max_linear_acceleration := 80.0 setget set_max_linear_acceleration
export(float, 0, 100, 0.1) var arrival_tolerance := 25.0 setget set_arrival_tolerance export(float, 0, 100, 0.1) var arrival_tolerance := 25.0 setget set_arrival_tolerance
export(float, 0, 500, 10) var deceleration_radius := 125.0 setget set_deceleration_radius export(float, 0, 500, 10) var deceleration_radius := 125.0 setget set_deceleration_radius
@ -36,34 +36,32 @@ func _draw():
func set_arrival_tolerance(value: float) -> void: func set_arrival_tolerance(value: float) -> void:
arrival_tolerance = value
if not is_inside_tree(): if not is_inside_tree():
return return
arrival_tolerance = value
arriver.arrive.arrival_tolerance = value arriver.arrive.arrival_tolerance = value
update()
func set_deceleration_radius(value: float) -> void: func set_deceleration_radius(value: float) -> void:
deceleration_radius = value
if not is_inside_tree(): if not is_inside_tree():
return return
deceleration_radius = value
arriver.arrive.deceleration_radius = value arriver.arrive.deceleration_radius = value
update()
func set_max_linear_speed(value: float) -> void: func set_max_linear_speed(value: float) -> void:
max_linear_speed = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_speed = value
arriver.agent.max_linear_speed = value arriver.agent.max_linear_speed = value
func set_max_linear_acceleration(value: float) -> void: func set_max_linear_acceleration(value: float) -> void:
max_linear_acceleration = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_acceleration = value
arriver.agent.max_linear_acceleration = value arriver.agent.max_linear_acceleration = value

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@ -0,0 +1,41 @@
extends Node2D
export(float, 0, 2000, 40) var max_linear_speed := 350.0 setget set_max_linear_speed
export(float, 0, 100, 2) var max_linear_acceleration := 40.0 setget set_max_linear_accel
export(float, 0, 500, 10) var proximity_radius := 140.0 setget set_proximity_radius
export var draw_proximity := true setget set_draw_proximity
onready var spawner := $Spawner
func set_max_linear_speed(value: float) -> void:
max_linear_speed = value
if not is_inside_tree():
return
spawner.set_max_linear_speed(value)
func set_max_linear_accel(value: float) -> void:
max_linear_acceleration = value
if not is_inside_tree():
return
spawner.set_max_linear_accel(value)
func set_proximity_radius(value: float) -> void:
proximity_radius = value
if not is_inside_tree():
return
spawner.set_proximity_radius(value)
func set_draw_proximity(value: bool) -> void:
draw_proximity = value
if not is_inside_tree():
return
spawner.set_draw_proximity(value)

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@ -0,0 +1,42 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://demos/AvoidCollisions/Spawner.gd" type="Script" id=1]
[ext_resource path="res://demos/AvoidCollisions/AvoidCollisionsDemo.gd" type="Script" id=2]
[ext_resource path="res://demos/AvoidCollisions/Avoider.tscn" type="PackedScene" id=3]
[ext_resource path="res://assets/theme/gdquest.theme" type="Theme" id=4]
[node name="AvoidCollisionsDemo" type="Node2D"]
script = ExtResource( 2 )
max_linear_speed = 360.0
proximity_radius = 100.0
[node name="Spawner" type="Node2D" parent="."]
script = ExtResource( 1 )
avoider_template = ExtResource( 3 )
normal_color = Color( 0.94902, 0.0588235, 0.0588235, 1 )
highlight_color = Color( 0.0901961, 0.929412, 0.929412, 1 )
[node name="GUI" type="PanelContainer" parent="."]
margin_right = 1024.0
margin_bottom = 14.0
theme = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="GUI"]
margin_right = 1024.0
margin_bottom = 116.0
[node name="RichTextLabel" type="RichTextLabel" parent="GUI/MarginContainer"]
margin_left = 16.0
margin_top = 16.0
margin_right = 1008.0
margin_bottom = 100.0
rect_min_size = Vector2( 0, 84 )
bbcode_enabled = true
bbcode_text = "Avoid Collisions Demo
Watch each agent try to keep traveling in a particular direction, but prioritize avoiding collisions with other agents."
text = "Avoid Collisions Demo
Watch each agent try to keep traveling in a particular direction, but prioritize avoiding collisions with other agents."
scroll_active = false

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@ -0,0 +1,95 @@
extends KinematicBody2D
onready var collision := $CollisionShape2D
onready var agent := GSTSteeringAgent.new()
onready var proximity := GSTRadiusProximity.new(agent, [], 140)
onready var avoid := GSTAvoidCollisions.new(agent, proximity)
onready var target := GSTAgentLocation.new()
onready var seek := GSTSeek.new(agent, target)
onready var priority := GSTPriority.new(agent, 0.0001)
onready var sprite := $Sprite
var draw_proximity: bool
var _boundary_right: float
var _boundary_bottom: float
var _radius: float
var _accel := GSTTargetAcceleration.new()
var _velocity := Vector2.ZERO
var _direction := Vector2()
var _drag: = 0.1
func _draw() -> void:
if draw_proximity:
draw_circle(Vector2.ZERO, proximity.radius, Color(0, 1, 0, 0.1))
func _physics_process(delta: float) -> void:
_update_agent()
_accel = priority.calculate_steering(_accel)
_velocity += Vector2(_accel.linear.x, _accel.linear.y)
_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag)
_velocity = _velocity.clamped(agent.max_linear_speed)
_velocity = move_and_slide(_velocity)
func setup(
max_linear_speed: float,
max_linear_accel: float,
proximity_radius: float,
boundary_right: float,
boundary_bottom: float,
draw_proximity: bool,
rng: RandomNumberGenerator
) -> void:
rng.randomize()
_direction = Vector2(rng.randf_range(-1, 1), rng.randf_range(-1, 1)).normalized()
_update_agent()
agent.max_linear_speed = max_linear_speed
agent.max_linear_acceleration = max_linear_accel
proximity.radius = proximity_radius
_boundary_bottom = boundary_bottom
_boundary_right = boundary_right
_radius = collision.shape.radius
agent.bounding_radius = _radius
self.draw_proximity = draw_proximity
priority.add(avoid)
priority.add(seek)
func set_proximity_agents(agents: Array) -> void:
proximity.agents = agents
func set_random_nonoverlapping_position(others: Array, min_distance_from_boundary: float) -> void:
var rng := RandomNumberGenerator.new()
rng.randomize()
var max_tries := max(100, others.size() * others.size())
while max_tries >= 0:
max_tries -= 1
global_position.x = rng.randf_range(
min_distance_from_boundary, _boundary_right-min_distance_from_boundary
)
global_position.y = rng.randf_range(
min_distance_from_boundary, _boundary_bottom-min_distance_from_boundary
)
var done := true
for i in range(others.size()):
var other: Node2D = others[i]
if other.global_position.distance_to(position) <= _radius*2 + min_distance_from_boundary:
done = false
if done:
break
func _update_agent() -> void:
agent.position.x = global_position.x
agent.position.y = global_position.y
agent.linear_velocity.x = _velocity.x
agent.linear_velocity.y = _velocity.y
target.position.x = agent.position.x + _direction.x*_radius
target.position.y = agent.position.y + _direction.y*_radius

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@ -0,0 +1,17 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=1]
[ext_resource path="res://demos/AvoidCollisions/Avoider.gd" type="Script" id=2]
[sub_resource type="CircleShape2D" id=1]
radius = 16.0
[node name="Avoider" type="KinematicBody2D"]
script = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
modulate = Color( 0.94902, 0.211765, 0.0901961, 1 )
texture = ExtResource( 1 )

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@ -0,0 +1,65 @@
extends Node2D
export var avoider_template: PackedScene
export var normal_color := Color()
export var highlight_color := Color()
var boundaries: Vector2
func _ready() -> void:
boundaries = Vector2(ProjectSettings["display/window/size/width"],
ProjectSettings["display/window/size/height"])
var rng: = RandomNumberGenerator.new()
var avoiders := []
var avoider_agents := []
for i in range(60):
var avoider := avoider_template.instance()
add_child(avoider)
avoider.setup(
owner.max_linear_speed,
owner.max_linear_acceleration,
owner.proximity_radius,
boundaries.x,
boundaries.y,
true if i == 0 and owner.draw_proximity else false,
rng
)
avoider_agents.append(avoider.agent)
avoider.set_random_nonoverlapping_position(avoiders, 16)
avoider.sprite.modulate = normal_color if i != 0 or not owner.draw_proximity else highlight_color
avoiders.append(avoider)
for child in get_children():
child.set_proximity_agents(avoider_agents)
func _physics_process(delta: float) -> void:
for child in get_children():
child.global_position = child.global_position.posmodv(boundaries)
func set_max_linear_speed(value: float) -> void:
for child in get_children():
child.agent.max_linear_speed = value
func set_max_linear_accel(value: float) -> void:
for child in get_children():
child.agent.max_linear_acceleration = value
func set_proximity_radius(value: float) -> void:
for child in get_children():
child.proximity.radius = value
get_child(0).update()
func set_draw_proximity(value: bool) -> void:
var child := get_child(0)
child.draw_proximity = value
if not value:
child.sprite.modulate = normal_color
else:
child.sprite.modulate = highlight_color
child.update()

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@ -5,11 +5,11 @@ onready var player := $Player
onready var gui := $GUI onready var gui := $GUI
onready var turret := $Turret onready var turret := $Turret
export(int, 0, 359) var max_angular_speed := 90 setget set_max_angular_speed export(int, 0, 359, 2) var max_angular_speed := 120 setget set_max_angular_speed
export(int, 0, 359) var max_angular_accel := 5 setget set_max_angular_accel export(int, 0, 359, 2) var max_angular_accel := 10 setget set_max_angular_accel
export(int, 0, 180) var align_tolerance := 5 setget set_align_tolerance export(int, 0, 180, 2) var align_tolerance := 5 setget set_align_tolerance
export(int, 0, 359) var deceleration_radius := 45 setget set_deceleration_radius export(int, 0, 359, 2) var deceleration_radius := 45 setget set_deceleration_radius
export(float, 0, 1000) var player_speed := 600.0 setget set_player_speed export(float, 0, 1000, 40) var player_speed := 600.0 setget set_player_speed
func _ready() -> void: func _ready() -> void:
@ -24,40 +24,40 @@ func _ready() -> void:
func set_align_tolerance(value: int) -> void: func set_align_tolerance(value: int) -> void:
align_tolerance = value
if not is_inside_tree(): if not is_inside_tree():
return return
align_tolerance = value
turret.face.alignment_tolerance = deg2rad(value) turret.face.alignment_tolerance = deg2rad(value)
func set_deceleration_radius(value: int) -> void: func set_deceleration_radius(value: int) -> void:
deceleration_radius = value
if not is_inside_tree(): if not is_inside_tree():
return return
deceleration_radius = value
turret.face.deceleration_radius = deg2rad(value) turret.face.deceleration_radius = deg2rad(value)
func set_max_angular_accel(value: int) -> void: func set_max_angular_accel(value: int) -> void:
max_angular_accel = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_angular_accel = value
turret.agent.max_angular_acceleration = deg2rad(value) turret.agent.max_angular_acceleration = deg2rad(value)
func set_max_angular_speed(value: int) -> void: func set_max_angular_speed(value: int) -> void:
max_angular_speed = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_angular_speed = value
turret.agent.max_angular_speed = deg2rad(value) turret.agent.max_angular_speed = deg2rad(value)
func set_player_speed(value: float) -> void: func set_player_speed(value: float) -> void:
player_speed = value
if not is_inside_tree(): if not is_inside_tree():
return return
player_speed = value
player.speed = player_speed player.speed = player_speed

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@ -5,7 +5,7 @@ var face: GSTFace
var agent := GSTSteeringAgent.new() var agent := GSTSteeringAgent.new()
var _accel := GSTTargetAcceleration.new() var _accel := GSTTargetAcceleration.new()
var _angular_drag := 0.01 var _angular_drag := 0.1
var _cannon: Rect2 var _cannon: Rect2
onready var collision_shape := $CollisionShape2D onready var collision_shape := $CollisionShape2D

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@ -0,0 +1,58 @@
extends Node2D
signal path_established(points)
var active_points := []
var drawing := false
var distance_threshold := 100.0
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
if drawing:
active_points.append(event.position)
update()
elif event is InputEventMouseButton:
if event.pressed and event.button_index == BUTTON_LEFT:
active_points.clear()
active_points.append(event.position)
drawing = true
update()
elif not event.pressed:
drawing = false
if active_points.size() >= 2:
_simplify()
func _draw() -> void:
if drawing:
for point in active_points:
draw_circle(point, 1, Color.red)
else:
if active_points.size() > 0:
draw_circle(active_points.front(), 2, Color.red)
draw_circle(active_points.back(), 2, Color.yellow)
for i in range(1, active_points.size()):
var start: Vector2 = active_points[i-1]
var end: Vector2 = active_points[i]
draw_line(start, end, Color.skyblue)
func _simplify() -> void:
var first: Vector2 = active_points.front()
var last: Vector2 = active_points.back()
var key := first
var simplified_path := [first]
for i in range(1, active_points.size()):
var point: Vector2 = active_points[i]
var distance := point.distance_to(key)
if distance > distance_threshold:
key = point
simplified_path.append(key)
active_points = simplified_path
if active_points.back() != last:
active_points.append(last)
update()
emit_signal("path_established", active_points)

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@ -0,0 +1,71 @@
extends Node2D
export(float, 0, 2000, 40) var max_linear_speed := 600.0 setget set_max_linear_speed
export(float, 0, 200, 10.0) var max_linear_acceleration := 40.0 setget set_max_linear_acceleration
export(float, 0, 100, 0.1) var arrival_tolerance := 10.0 setget set_arrival_tolerance
export(float, 0, 500, 10) var deceleration_radius := 100.0 setget set_deceleration_radius
export(float, 0, 5, 0.1) var predict_time := 0.3 setget set_predict_time
export(float, 0, 200, 10.0) var path_offset := 20.0 setget set_path_offset
onready var drawer := $Drawer
onready var follower := $PathFollower
func _ready() -> void:
follower.setup(
path_offset,
predict_time,
max_linear_acceleration,
max_linear_speed,
deceleration_radius,
arrival_tolerance
)
func set_max_linear_speed(value: float) -> void:
max_linear_speed = value
if not is_inside_tree():
return
follower.agent.max_linear_speed = value
func set_max_linear_acceleration(value: float) -> void:
max_linear_acceleration = value
if not is_inside_tree():
return
follower.agent.max_linear_acceleration = value
func set_arrival_tolerance(value: float) -> void:
arrival_tolerance = value
if not is_inside_tree():
return
follower.follow.arrival_tolerance = value
func set_deceleration_radius(value: float) -> void:
deceleration_radius = value
if not is_inside_tree():
return
follower.follow.deceleration_radius = value
func set_predict_time(value: float) -> void:
predict_time = value
if not is_inside_tree():
return
follower.follow.prediction_time = value
func set_path_offset(value: float) -> void:
path_offset = value
if not is_inside_tree():
return
follower.follow.path_offset = value

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@ -1,3 +1,52 @@
[gd_scene format=2] [gd_scene load_steps=7 format=2]
[ext_resource path="res://demos/FollowPath/Drawer.gd" type="Script" id=1]
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=2]
[ext_resource path="res://demos/FollowPath/PathFollower.gd" type="Script" id=3]
[ext_resource path="res://demos/FollowPath/FollowPathDemo.gd" type="Script" id=4]
[ext_resource path="res://assets/theme/gdquest.theme" type="Theme" id=5]
[sub_resource type="CircleShape2D" id=1]
radius = 16.0
[node name="FollowPathDemo" type="Node2D"] [node name="FollowPathDemo" type="Node2D"]
script = ExtResource( 4 )
[node name="Drawer" type="Node2D" parent="."]
script = ExtResource( 1 )
[node name="PathFollower" type="KinematicBody2D" parent="."]
position = Vector2( 512, 300 )
script = ExtResource( 3 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="PathFollower"]
shape = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="PathFollower"]
modulate = Color( 0.960784, 0.231373, 0.0392157, 1 )
texture = ExtResource( 2 )
[node name="GUI" type="PanelContainer" parent="."]
margin_right = 1024.0
margin_bottom = 14.0
theme = ExtResource( 5 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="GUI"]
margin_right = 1024.0
margin_bottom = 116.0
[node name="RichTextLabel" type="RichTextLabel" parent="GUI/MarginContainer"]
margin_left = 16.0
margin_top = 16.0
margin_right = 1008.0
margin_bottom = 100.0
rect_min_size = Vector2( 0, 84 )
bbcode_enabled = true
bbcode_text = "Follow Path Demo
Use the mouse to draw a path on screen and watch the [color=red]red \"Agent\"[/color] follow it to the end."
text = "Follow Path Demo
Use the mouse to draw a path on screen and watch the red \"Agent\" follow it to the end."
scroll_active = false

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@ -0,0 +1,56 @@
extends KinematicBody2D
onready var agent := GSTSteeringAgent.new()
onready var path := GSTPath.new([
Vector3(global_position.x, global_position.y, 0),
Vector3(global_position.x, global_position.y, 0)
], true)
onready var follow := GSTFollowPath.new(agent, path, 0, 0)
var _velocity := Vector2.ZERO
var _accel := GSTTargetAcceleration.new()
var _valid := false
var _drag := 0.1
func setup(
path_offset: float,
predict_time: float,
max_accel: float,
max_speed: float,
decel_radius: float,
arrival_tolerance: float
) -> void:
owner.drawer.connect("path_established", self, "_on_Drawer_path_established")
follow.path_offset = path_offset
follow.prediction_time = predict_time
agent.max_linear_acceleration = max_accel
agent.max_linear_speed = max_speed
follow.deceleration_radius = decel_radius
follow.arrival_tolerance = arrival_tolerance
func _physics_process(delta: float) -> void:
if _valid:
_update_agent()
_accel = follow.calculate_steering(_accel)
_velocity += Vector2(_accel.linear.x, _accel.linear.y)
_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag)
_velocity = _velocity.clamped(agent.max_linear_speed)
_velocity = move_and_slide(_velocity)
func _update_agent() -> void:
agent.position.x = global_position.x
agent.position.y = global_position.y
agent.linear_velocity.x = _velocity.x
agent.linear_velocity.y = _velocity.y
func _on_Drawer_path_established(points: Array) -> void:
var points3 := []
for p in points:
points3.append(Vector3(p.x, p.y, 0))
path.create_path(points3)
_valid = true

View File

@ -3,12 +3,12 @@ extends Node2D
onready var spawner := $Spawner onready var spawner := $Spawner
export var max_linear_speed := 100.0 setget set_max_linear_speed export(float, 0, 2000, 40.0) var max_linear_speed := 600.0 setget set_max_linear_speed
export var max_linear_accel := 25.0 setget set_max_linear_accel export(float, 0, 200, 2.0) var max_linear_accel := 40.0 setget set_max_linear_accel
export var proximity_radius := 140.0 setget set_proximity_radius export(float, 0, 300, 2.0) var proximity_radius := 140.0 setget set_proximity_radius
export var separation_decay_coefficient := 2000.0 setget set_separation_decay_coef export(float, 0, 10000, 100) var separation_decay_coefficient := 2000.0 setget set_separation_decay_coef
export var cohesion_strength := 0.3 setget set_cohesion_strength export(float, 0, 2, 0.1) var cohesion_strength := 0.1 setget set_cohesion_strength
export var separation_strength := 1.5 setget set_separation_strength export(float, 0, 6, 0.1) var separation_strength := 1.5 setget set_separation_strength
export var show_proximity_radius := true setget set_show_proximity_radius export var show_proximity_radius := true setget set_show_proximity_radius
@ -25,56 +25,56 @@ func _ready() -> void:
func set_max_linear_speed(value: float) -> void: func set_max_linear_speed(value: float) -> void:
max_linear_speed = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_speed = value
spawner.set_max_linear_speed(value) spawner.set_max_linear_speed(value)
func set_max_linear_accel(value: float) -> void: func set_max_linear_accel(value: float) -> void:
max_linear_accel = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_accel = value
spawner.set_max_linear_accel(value) spawner.set_max_linear_accel(value)
func set_proximity_radius(value: float) -> void: func set_proximity_radius(value: float) -> void:
proximity_radius = value
if not is_inside_tree(): if not is_inside_tree():
return return
proximity_radius = value
spawner.set_proximity_radius(value) spawner.set_proximity_radius(value)
func set_show_proximity_radius(value: bool) -> void: func set_show_proximity_radius(value: bool) -> void:
show_proximity_radius = value
if not is_inside_tree(): if not is_inside_tree():
return return
show_proximity_radius = value
spawner.set_show_proximity_radius(value) spawner.set_show_proximity_radius(value)
func set_separation_decay_coef(value: float) -> void: func set_separation_decay_coef(value: float) -> void:
separation_decay_coefficient = value
if not is_inside_tree(): if not is_inside_tree():
return return
separation_decay_coefficient = value
spawner.set_separation_decay_coef(value) spawner.set_separation_decay_coef(value)
func set_cohesion_strength(value: float) -> void: func set_cohesion_strength(value: float) -> void:
cohesion_strength = value
if not is_inside_tree(): if not is_inside_tree():
return return
cohesion_strength = value
spawner.set_cohesion_strength(value) spawner.set_cohesion_strength(value)
func set_separation_strength(value: float) -> void: func set_separation_strength(value: float) -> void:
separation_strength = value
if not is_inside_tree(): if not is_inside_tree():
return return
separation_strength = value
spawner.set_separation_strength(value) spawner.set_separation_strength(value)

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@ -1,13 +1,41 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://demos/GroupBehaviors/Member.tscn" type="PackedScene" id=1] [ext_resource path="res://demos/GroupBehaviors/Member.tscn" type="PackedScene" id=1]
[ext_resource path="res://demos/GroupBehaviors/Spawner.gd" type="Script" id=2] [ext_resource path="res://demos/GroupBehaviors/Spawner.gd" type="Script" id=2]
[ext_resource path="res://demos/GroupBehaviors/GroupBehaviorsDemo.gd" type="Script" id=3] [ext_resource path="res://demos/GroupBehaviors/GroupBehaviorsDemo.gd" type="Script" id=3]
[ext_resource path="res://assets/theme/gdquest.theme" type="Theme" id=4]
[node name="GroupBehaviorsDemo" type="Node2D"] [node name="GroupBehaviorsDemo" type="Node2D"]
script = ExtResource( 3 ) script = ExtResource( 3 )
cohesion_strength = 0.2
separation_strength = 4.5
[node name="Spawner" type="Node2D" parent="."] [node name="Spawner" type="Node2D" parent="."]
position = Vector2( 512, 300 ) position = Vector2( 512, 300 )
script = ExtResource( 2 ) script = ExtResource( 2 )
member = ExtResource( 1 ) member = ExtResource( 1 )
[node name="GUI" type="PanelContainer" parent="."]
margin_right = 1024.0
margin_bottom = 14.0
theme = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="GUI"]
margin_right = 1024.0
margin_bottom = 116.0
[node name="RichTextLabel" type="RichTextLabel" parent="GUI/MarginContainer"]
margin_left = 16.0
margin_top = 16.0
margin_right = 1008.0
margin_bottom = 100.0
rect_min_size = Vector2( 0, 84 )
bbcode_enabled = true
bbcode_text = "Group Behavior Demo
Each of the \"Agents\" are both attempting to stay separated and within reach of their nearest group's center of mass."
text = "Group Behavior Demo
Each of the \"Agents\" are both attempting to stay separated and within reach of their nearest group's center of mass."
scroll_active = false

View File

@ -40,12 +40,13 @@ func _draw() -> void:
draw_circle(Vector2.ZERO, proximity.radius, Color(0, 1, 0, 0.1)) draw_circle(Vector2.ZERO, proximity.radius, Color(0, 1, 0, 0.1))
func _process(delta: float) -> void: func _physics_process(delta: float) -> void:
agent.position.x = global_position.x agent.position.x = global_position.x
agent.position.y = global_position.y agent.position.y = global_position.y
if blend: if blend:
acceleration = blend.calculate_steering(acceleration) acceleration = blend.calculate_steering(acceleration)
_velocity += Vector2(acceleration.linear.x, acceleration.linear.y) _velocity += Vector2(acceleration.linear.x, acceleration.linear.y)
_velocity = _velocity.linear_interpolate(Vector2.ZERO, 0.1)
_velocity = _velocity.clamped(agent.max_linear_speed) _velocity = _velocity.clamped(agent.max_linear_speed)
move_and_slide(_velocity) move_and_slide(_velocity)

View File

@ -1,5 +1,5 @@
extends Node2D extends Node2D
# Wraps the ships' positions around the world border, and controls their rendering clones. # Wraps the ships' positions around the world border.
var _world_bounds: Vector2 var _world_bounds: Vector2

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@ -4,7 +4,7 @@ extends KinematicBody2D
onready var agent := GSTSteeringAgent.new() onready var agent := GSTSteeringAgent.new()
export var thruster_strength := 250.0 export var thruster_strength := 175.0
export var side_thruster_strength := 10.0 export var side_thruster_strength := 10.0
export var max_velocity := 300.0 export var max_velocity := 300.0
export var max_angular_velocity := 2.0 export var max_angular_velocity := 2.0

View File

@ -1,9 +1,9 @@
extends Node2D extends Node2D
export(float, 0, 2000, 40) var max_linear_speed := 200.0 setget set_max_linear_speed export(float, 0, 2000, 40) var max_linear_speed := 120.0 setget set_max_linear_speed
export(float, 0, 200, 1) var max_linear_accel := 10.0 setget set_max_linear_accel export(float, 0, 200, 2) var max_linear_accel := 10.0 setget set_max_linear_accel
export(float, 0, 5, 0.1) var predict_time := 2.0 setget set_predict_time export(float, 0, 5, 0.1) var predict_time := 1.0 setget set_predict_time
onready var pursuer := $BoundaryManager/Pursuer onready var pursuer := $BoundaryManager/Pursuer
onready var seeker := $BoundaryManager/Seeker onready var seeker := $BoundaryManager/Seeker
@ -15,26 +15,26 @@ func _ready() -> void:
func set_max_linear_speed(value: float) -> void: func set_max_linear_speed(value: float) -> void:
max_linear_speed = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_speed = value
pursuer.agent.max_linear_speed = value pursuer.agent.max_linear_speed = value
seeker.agent.max_linear_speed = value seeker.agent.max_linear_speed = value
func set_max_linear_accel(value: float) -> void: func set_max_linear_accel(value: float) -> void:
max_linear_accel = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_accel = value
pursuer.agent.max_linear_acceleration = value pursuer.agent.max_linear_acceleration = value
seeker.agent.max_linear_acceleration = value seeker.agent.max_linear_acceleration = value
func set_predict_time(value: float) -> void: func set_predict_time(value: float) -> void:
predict_time = value
if not is_inside_tree(): if not is_inside_tree():
return return
predict_time = value
pursuer._behavior.max_predict_time = value pursuer._behavior.max_predict_time = value

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@ -12,8 +12,7 @@ script = ExtResource( 4 )
__meta__ = { __meta__ = {
"_editor_description_": "Toy demo to demonstrate the use of the Pursue contrasted to the more naive Seek steering behavior." "_editor_description_": "Toy demo to demonstrate the use of the Pursue contrasted to the more naive Seek steering behavior."
} }
max_linear_speed = 120.0 max_linear_speed = 200.0
predict_time = 1.0
[node name="BoundaryManager" type="Node2D" parent="."] [node name="BoundaryManager" type="Node2D" parent="."]
script = ExtResource( 3 ) script = ExtResource( 3 )

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@ -14,7 +14,7 @@ var _behavior: GSTSteeringBehavior
var _linear_velocity := Vector2() var _linear_velocity := Vector2()
var _linear_drag_coefficient := 0.025 var _linear_drag_coefficient := 0.025
var _angular_velocity := 0.0 var _angular_velocity := 0.0
var _angular_drag := 1.0 var _angular_drag := 0.1
func _ready() -> void: func _ready() -> void:
@ -22,13 +22,16 @@ func _ready() -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
_update_agent()
accel = _orient_behavior.calculate_steering(accel) accel = _orient_behavior.calculate_steering(accel)
_angular_velocity += accel.angular _angular_velocity += accel.angular
if _angular_velocity < 0: _angular_velocity = clamp(
_angular_velocity += _angular_drag * delta lerp(_angular_velocity, 0, _angular_drag),
elif _angular_velocity > 0: -agent.max_angular_speed,
_angular_velocity -= _angular_drag * delta agent.max_angular_speed
)
rotation += _angular_velocity * delta rotation += _angular_velocity * delta
@ -37,8 +40,6 @@ func _physics_process(delta: float) -> void:
_linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient) _linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
_linear_velocity = _linear_velocity.clamped(agent.max_linear_speed) _linear_velocity = _linear_velocity.clamped(agent.max_linear_speed)
_linear_velocity = move_and_slide(_linear_velocity) _linear_velocity = move_and_slide(_linear_velocity)
_update_agent()
func setup(predict_time: float, max_linear_speed: float, max_linear_accel: float) -> void: func setup(predict_time: float, max_linear_speed: float, max_linear_accel: float) -> void:

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@ -43,10 +43,10 @@ func _ready() -> void:
func set_behavior_mode(mode: int) -> void: func set_behavior_mode(mode: int) -> void:
behavior_mode = mode
if not is_inside_tree(): if not is_inside_tree():
return return
behavior_mode = mode
match mode: match mode:
Mode.SEEK: Mode.SEEK:
for child in spawner.get_children(): for child in spawner.get_children():
@ -57,26 +57,26 @@ func set_behavior_mode(mode: int) -> void:
func set_max_linear_speed(value: float) -> void: func set_max_linear_speed(value: float) -> void:
max_linear_speed = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_speed = value
for child in spawner.get_children(): for child in spawner.get_children():
child.agent.max_linear_speed = value child.agent.max_linear_speed = value
func set_max_linear_accel(value: float) -> void: func set_max_linear_accel(value: float) -> void:
max_linear_accel = value
if not is_inside_tree(): if not is_inside_tree():
return return
max_linear_accel = value
for child in spawner.get_children(): for child in spawner.get_children():
child.agent.max_linear_acceleration = value child.agent.max_linear_acceleration = value
func set_player_speed(value: float) -> void: func set_player_speed(value: float) -> void:
player_speed = value
if not is_inside_tree(): if not is_inside_tree():
return return
player_speed = value
player.speed = player_speed player.speed = player_speed

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@ -1,5 +1,5 @@
extends GSTSteeringBehavior
class_name GSTArrive class_name GSTArrive
extends GSTSteeringBehavior
# Calculates acceleration to take an agent to its target's location. # Calculates acceleration to take an agent to its target's location.
# The calculation will attempt to arrive with zero remaining velocity. # The calculation will attempt to arrive with zero remaining velocity.

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@ -1,6 +1,6 @@
extends GSTGroupBehavior
class_name GSTAvoidCollisions class_name GSTAvoidCollisions
# Behavior that steers the agent to avoid obstacles lying in its path, approximated by a sphere. extends GSTGroupBehavior
# Behavior that steers the agent to avoid obstacles lying in its path as approximated by a sphere.
var first_neighbor: GSTSteeringAgent var first_neighbor: GSTSteeringAgent

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@ -1,5 +1,5 @@
extends GSTSteeringBehavior
class_name GSTBlend class_name GSTBlend
extends GSTSteeringBehavior
# Blends multiple steering behaviors into one, and returns acceleration combining all of them. # Blends multiple steering behaviors into one, and returns acceleration combining all of them.
# # Each behavior is associated with a weight - a modifier by which the result will be multiplied by, # # Each behavior is associated with a weight - a modifier by which the result will be multiplied by,

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@ -1,5 +1,5 @@
extends GSTGroupBehavior
class_name GSTCohesion class_name GSTCohesion
extends GSTGroupBehavior
# Group behavior that produces linear acceleration that attempts to move the agent towards the # Group behavior that produces linear acceleration that attempts to move the agent towards the
# center of mass of the agents in the area defined by the defined Proximity. # center of mass of the agents in the area defined by the defined Proximity.

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@ -1,5 +1,5 @@
extends GSTPursue
class_name GSTEvade class_name GSTEvade
extends GSTPursue
# Calculates acceleration to take an agent away from where a target agent will be. # Calculates acceleration to take an agent away from where a target agent will be.
# # The `max_predict_time` variable represents how far ahead to calculate the intersection point. # # The `max_predict_time` variable represents how far ahead to calculate the intersection point.

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@ -1,5 +1,5 @@
extends GSTMatchOrientation
class_name GSTFace class_name GSTFace
extends GSTMatchOrientation
# Calculates angular acceleration to rotate a target to face its target's position. # Calculates angular acceleration to rotate a target to face its target's position.
# The acceleration will attempt to arrive with zero remaining angular velocity. # The acceleration will attempt to arrive with zero remaining angular velocity.

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@ -1,5 +1,5 @@
extends GSTSeek
class_name GSTFlee class_name GSTFlee
extends GSTSeek
# Calculates acceleration to take an agent directly away from a target agent. # Calculates acceleration to take an agent directly away from a target agent.

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@ -1,12 +1,12 @@
extends GSTArrive
class_name GSTFollowPath class_name GSTFollowPath
extends GSTArrive
# Produces a linear acceleration that moves the agent along the specified path. # Produces a linear acceleration that moves the agent along the specified path.
var path: GSTPath var path: GSTPath
var path_offset := 0.0 var path_offset := 0.0
var path_param := {} var path_param := {segment_index = 0, distance = 0}
var arrive_enabled := true var arrive_enabled := true
var prediction_time := 0.0 var prediction_time := 0.0
@ -32,7 +32,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
var target_position := path.calculate_target_position(path_param, target_distance) var target_position := path.calculate_target_position(path_param, target_distance)
if arrive_enabled and path.is_open: if arrive_enabled and path.open:
if path_offset >= 0: if path_offset >= 0:
if target_distance > path.length - deceleration_radius: if target_distance > path.length - deceleration_radius:
return _arrive(acceleration, target_position) return _arrive(acceleration, target_position)

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@ -1,5 +1,5 @@
extends GSTMatchOrientation
class_name GSTLookWhereYouGo class_name GSTLookWhereYouGo
extends GSTMatchOrientation
# Calculates an angular acceleration to match an agent's orientation to its direction of travel. # Calculates an angular acceleration to match an agent's orientation to its direction of travel.

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@ -1,5 +1,5 @@
extends GSTSteeringBehavior
class_name GSTMatchOrientation class_name GSTMatchOrientation
extends GSTSteeringBehavior
# Calculates an angular acceleration to match an agent's orientation to its target's. # Calculates an angular acceleration to match an agent's orientation to its target's.
# The calculation will attempt to arrive with zero remaining angular velocity. # The calculation will attempt to arrive with zero remaining angular velocity.

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@ -1,5 +1,5 @@
extends GSTSteeringBehavior
class_name GSTPriority class_name GSTPriority
extends GSTSteeringBehavior
# Contains multiple steering behaviors and returns only the result of the first that has a non-zero # Contains multiple steering behaviors and returns only the result of the first that has a non-zero
# acceleration. # acceleration.

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@ -1,5 +1,5 @@
extends GSTSteeringBehavior
class_name GSTPursue class_name GSTPursue
extends GSTSteeringBehavior
# Calculates acceleration to take an agent to intersect with where a target agent will be. # Calculates acceleration to take an agent to intersect with where a target agent will be.
# # The `max_predict_time` variable represents how far ahead to calculate the intersection point. # # The `max_predict_time` variable represents how far ahead to calculate the intersection point.

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@ -1,5 +1,5 @@
extends GSTSteeringBehavior
class_name GSTSeek class_name GSTSeek
extends GSTSteeringBehavior
# Calculates acceleration to take an agent to a target agent's position as directly as possible # Calculates acceleration to take an agent to a target agent's position as directly as possible

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@ -1,5 +1,5 @@
extends GSTGroupBehavior
class_name GSTSeparation class_name GSTSeparation
extends GSTGroupBehavior
# Group behavior that produces acceleration repelling from the other neighbors that are in the # Group behavior that produces acceleration repelling from the other neighbors that are in the
# immediate area defined by the given `GSTProximity`. # immediate area defined by the given `GSTProximity`.

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@ -7,7 +7,7 @@ class_name GSTPath
var open: bool var open: bool
var path_length: float var length: float
var _segments: Array var _segments: Array
@ -25,10 +25,11 @@ func _init(waypoints: Array, open := false) -> void:
func create_path(waypoints: Array) -> void: func create_path(waypoints: Array) -> void:
if not waypoints or waypoints.size() < 2: if not waypoints or waypoints.size() < 2:
printerr("Waypoints cannot be null and must contain at least two (2) waypoints.") printerr("Waypoints cannot be null and must contain at least two (2) waypoints.")
return
_segments = [] _segments = []
path_length = 0 length = 0
var current: Vector3 = _segments[0] var current: Vector3 = waypoints.front()
var previous: Vector3 var previous: Vector3
for i in range(1, waypoints.size(), 1): for i in range(1, waypoints.size(), 1):
@ -40,12 +41,14 @@ func create_path(waypoints: Array) -> void:
else: else:
current = waypoints[0] current = waypoints[0]
var segment := GSTSegment.new(previous, current) var segment := GSTSegment.new(previous, current)
path_length += segment.length length += segment.length
segment.cumulative_length = path_length segment.cumulative_length = length
_segments.append(segment) _segments.append(segment)
func calculate_distance(agent_current_position: Vector3, path_parameter: Dictionary) -> float: func calculate_distance(agent_current_position: Vector3, path_parameter: Dictionary) -> float:
if _segments.size() == 0:
return 0.0
var smallest_distance_squared: float = INF var smallest_distance_squared: float = INF
var nearest_segment: GSTSegment var nearest_segment: GSTSegment
for i in range(_segments.size()): for i in range(_segments.size()):
@ -53,7 +56,8 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
var distance_squared := _calculate_point_segment_distance_squared( var distance_squared := _calculate_point_segment_distance_squared(
segment.begin, segment.begin,
segment.end, segment.end,
agent_current_position) agent_current_position
)
if distance_squared < smallest_distance_squared: if distance_squared < smallest_distance_squared:
_nearest_point_on_path = _nearest_point_on_segment _nearest_point_on_path = _nearest_point_on_segment
@ -72,12 +76,12 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
func calculate_target_position(param: Dictionary, target_distance: float) -> Vector3: func calculate_target_position(param: Dictionary, target_distance: float) -> Vector3:
if open: if open:
target_distance = clamp(target_distance, 0, path_length) target_distance = clamp(target_distance, 0, length)
else: else:
if target_distance < 0: if target_distance < 0:
target_distance = path_length + fmod(target_distance, path_length) target_distance = length + fmod(target_distance, length)
elif target_distance > path_length: elif target_distance > length:
target_distance = fmod(target_distance, path_length) target_distance = fmod(target_distance, length)
var desired_segment: GSTSegment var desired_segment: GSTSegment
for i in range(_segments.size()): for i in range(_segments.size()):
@ -86,6 +90,9 @@ func calculate_target_position(param: Dictionary, target_distance: float) -> Vec
desired_segment = segment desired_segment = segment
break break
if not desired_segment:
desired_segment = _segments.back()
var distance := desired_segment.cumulative_length - target_distance var distance := desired_segment.cumulative_length - target_distance
return ( return (