mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Add avoid collisions demo
This commit is contained in:
parent
6e6f27505c
commit
dffec9efa6
41
project/demos/AvoidCollisions/AvoidCollisionsDemo.gd
Normal file
41
project/demos/AvoidCollisions/AvoidCollisionsDemo.gd
Normal file
@ -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)
|
42
project/demos/AvoidCollisions/AvoidCollisionsDemo.tscn
Normal file
42
project/demos/AvoidCollisions/AvoidCollisionsDemo.tscn
Normal file
@ -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
|
95
project/demos/AvoidCollisions/Avoider.gd
Normal file
95
project/demos/AvoidCollisions/Avoider.gd
Normal file
@ -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(rand_range(-1, 1), rand_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
|
17
project/demos/AvoidCollisions/Avoider.tscn
Normal file
17
project/demos/AvoidCollisions/Avoider.tscn
Normal file
@ -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 )
|
65
project/demos/AvoidCollisions/Spawner.gd
Normal file
65
project/demos/AvoidCollisions/Spawner.gd
Normal file
@ -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()
|
@ -161,6 +161,10 @@ _global_script_class_icons={
|
||||
config/name="SteeringToolkit"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/always_on_top=true
|
||||
|
||||
[input]
|
||||
|
||||
sf_left={
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTSteeringBehavior
|
||||
class_name GSTArrive
|
||||
extends GSTSteeringBehavior
|
||||
# Calculates acceleration to take an agent to its target's location.
|
||||
# The calculation will attempt to arrive with zero remaining velocity.
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
extends GSTGroupBehavior
|
||||
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
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTSteeringBehavior
|
||||
class_name GSTBlend
|
||||
extends GSTSteeringBehavior
|
||||
# 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,
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTGroupBehavior
|
||||
class_name GSTCohesion
|
||||
extends GSTGroupBehavior
|
||||
# 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.
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTPursue
|
||||
class_name GSTEvade
|
||||
extends GSTPursue
|
||||
# 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.
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTMatchOrientation
|
||||
class_name GSTFace
|
||||
extends GSTMatchOrientation
|
||||
# Calculates angular acceleration to rotate a target to face its target's position.
|
||||
# The acceleration will attempt to arrive with zero remaining angular velocity.
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTSeek
|
||||
class_name GSTFlee
|
||||
extends GSTSeek
|
||||
# Calculates acceleration to take an agent directly away from a target agent.
|
||||
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTArrive
|
||||
class_name GSTFollowPath
|
||||
extends GSTArrive
|
||||
# Produces a linear acceleration that moves the agent along the specified path.
|
||||
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTMatchOrientation
|
||||
class_name GSTLookWhereYouGo
|
||||
extends GSTMatchOrientation
|
||||
# Calculates an angular acceleration to match an agent's orientation to its direction of travel.
|
||||
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTSteeringBehavior
|
||||
class_name GSTMatchOrientation
|
||||
extends GSTSteeringBehavior
|
||||
# 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.
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTSteeringBehavior
|
||||
class_name GSTPriority
|
||||
extends GSTSteeringBehavior
|
||||
# Contains multiple steering behaviors and returns only the result of the first that has a non-zero
|
||||
# acceleration.
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTSteeringBehavior
|
||||
class_name GSTPursue
|
||||
extends GSTSteeringBehavior
|
||||
# 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.
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTSteeringBehavior
|
||||
class_name GSTSeek
|
||||
extends GSTSteeringBehavior
|
||||
# Calculates acceleration to take an agent to a target agent's position as directly as possible
|
||||
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
extends GSTGroupBehavior
|
||||
class_name GSTSeparation
|
||||
extends GSTGroupBehavior
|
||||
# Group behavior that produces acceleration repelling from the other neighbors that are in the
|
||||
# immediate area defined by the given `GSTProximity`.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user