mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-10 00:52:10 +01:00
Replace body with WeakRef of body to fix crashes
When a physics body was freed by queue_free or free, it was possible for the physics update to still happen on the specialized agent. The Null body then caused a crash.
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11
CHANGELOG.md
11
CHANGELOG.md
@ -2,6 +2,17 @@
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This document lists new features, improvements, changes, and bug fixes in every release of the add-on.
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## Godot Steering AI Framework 2.1.1 ##
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### Changes ###
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- Unused and undocumented variable `_body_type` has been removed from `SpecializedAgent`
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### Bug fixes ###
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- The specialized agents now use WeakRef internally to prevent crashes when their `body` is freed.
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- `RigidBody2DAgent` now properly connects to physics updates.
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## Godot Steering AI Framework 2.1.0 ##
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### Features ###
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@ -15,17 +15,18 @@ var body: KinematicBody2D setget _set_body
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var movement_type: int
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var _last_position: Vector2
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var _body_ref: WeakRef
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func _init(_body: KinematicBody2D, _movement_type: int = MovementType.SLIDE) -> void:
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if not _body.is_inside_tree():
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yield(_body, "ready")
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self.body = _body
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_body_ref = weakref(_body)
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self.movement_type = _movement_type
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# warning-ignore:return_value_discarded
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
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_body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
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# Moves the agent's `body` by target `acceleration`.
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@ -44,55 +45,75 @@ func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void
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func _apply_sliding_steering(accel: Vector3) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.to_vector2(linear_velocity + accel).clamped(linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage)
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velocity = body.move_and_slide(velocity)
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velocity = _body.move_and_slide(velocity)
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if calculate_velocities:
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linear_velocity = GSAIUtils.to_vector3(velocity)
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func _apply_collide_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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# warning-ignore:return_value_discarded
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body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta)
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_body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta)
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_position_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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body.global_position += GSAIUtils.to_vector2(velocity) * delta
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_body.global_position += GSAIUtils.to_vector2(velocity) * delta
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity = angular_velocity + angular_acceleration
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if apply_angular_drag:
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velocity = lerp(velocity, 0, angular_drag_percentage)
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body.rotation += velocity * delta
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_body.rotation += velocity * delta
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if calculate_velocities:
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angular_velocity = velocity
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func _set_body(value: KinematicBody2D) -> void:
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body = value
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_body_ref = weakref(body)
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_last_position = body.global_position
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_last_orientation = body.rotation
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_last_position = value.global_position
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_last_orientation = value.rotation
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position = GSAIUtils.to_vector3(_last_position)
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orientation = _last_orientation
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func _on_SceneTree_physics_frame() -> void:
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var current_position := body.global_position
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var current_orientation := body.rotation
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var current_position := _body.global_position
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var current_orientation := _body.rotation
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position = GSAIUtils.to_vector3(current_position)
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orientation = current_orientation
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@ -15,17 +15,18 @@ var body: KinematicBody setget _set_body
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var movement_type: int
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var _last_position: Vector3
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var _body_ref: WeakRef
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func _init(_body: KinematicBody, _movement_type: int = MovementType.SLIDE) -> void:
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if not _body.is_inside_tree():
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yield(_body, "ready")
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self.body = _body
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self._body_ref = weakref(_body)
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self.movement_type = _movement_type
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# warning-ignore:return_value_discarded
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self.body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
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_body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
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# Moves the agent's `body` by target `acceleration`.
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@ -44,55 +45,75 @@ func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void
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func _apply_sliding_steering(accel: Vector3) -> void:
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var _body: KinematicBody = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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velocity = body.move_and_slide(velocity)
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velocity = _body.move_and_slide(velocity)
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_collide_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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# warning-ignore:return_value_discarded
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body.move_and_collide(velocity * delta)
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_body.move_and_collide(velocity * delta)
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_position_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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body.global_position += velocity * delta
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_body.global_position += velocity * delta
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
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var _body: KinematicBody = _body_ref.get_ref()
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if not _body:
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return
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var velocity = angular_velocity + angular_acceleration
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if apply_angular_drag:
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velocity = lerp(velocity, 0, angular_drag_percentage)
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body.rotation.y += velocity * delta
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_body.rotation.y += velocity * delta
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if calculate_velocities:
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angular_velocity = velocity
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func _set_body(value: KinematicBody) -> void:
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body = value
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_body_ref = weakref(value)
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_last_position = body.transform.origin
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_last_orientation = body.rotation.y
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_last_position = value.transform.origin
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_last_orientation = value.rotation.y
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position = _last_position
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orientation = _last_orientation
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func _on_SceneTree_physics_frame() -> void:
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var current_position := body.transform.origin
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var current_orientation := body.rotation.y
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var _body: KinematicBody = _body_ref.get_ref()
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if not _body:
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return
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var current_position := _body.transform.origin
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var current_orientation := _body.rotation.y
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position = current_position
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orientation = current_orientation
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@ -7,43 +7,48 @@ class_name GSAIRigidBody2DAgent
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var body: RigidBody2D setget _set_body
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var _last_position: Vector2
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var _body_ref: WeakRef
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func _init(_body: RigidBody2D) -> void:
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if not _body.is_inside_tree():
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yield(_body, "ready")
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self.body = _body
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_body_ref = weakref(_body)
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# warning-ignore:return_value_discarded
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_body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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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: GSAITargetAcceleration, _delta: float) -> void:
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var _body: RigidBody2D = _body_ref.get_ref()
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if not _body:
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return
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_applied_steering = true
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body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear))
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body.apply_torque_impulse(acceleration.angular)
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_body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear))
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_body.apply_torque_impulse(acceleration.angular)
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if calculate_velocities:
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linear_velocity = GSAIUtils.to_vector3(body.linear_velocity)
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angular_velocity = body.angular_velocity
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linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity)
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angular_velocity = _body.angular_velocity
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func _set_body(value: RigidBody2D) -> void:
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body = value
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_body_ref = weakref(value)
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_last_position = body.global_position
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_last_orientation = body.rotation
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_last_position = value.global_position
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_last_orientation = value.rotation
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position = GSAIUtils.to_vector3(_last_position)
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orientation = _last_orientation
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func _on_body_ready() -> void:
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# warning-ignore:return_value_discarded
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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_set_body(body)
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func _on_SceneTree_frame() -> void:
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var _body: RigidBody2D = _body_ref.get_ref()
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if not _body:
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return
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var current_position := body.global_position
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var current_orientation := body.rotation
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@ -7,47 +7,49 @@ class_name GSAIRigidBody3DAgent
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var body: RigidBody setget _set_body
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var _last_position: Vector3
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var _body_ref: WeakRef
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func _init(_body: RigidBody) -> void:
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if not _body.is_inside_tree():
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yield(_body, "ready")
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self.body = _body
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_body_ref = weakref(_body)
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# warning-ignore:return_value_discarded
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self.body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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_body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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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: GSAITargetAcceleration, _delta: float) -> void:
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var _body: RigidBody = _body_ref.get_ref()
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if not _body:
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return
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_applied_steering = true
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body.apply_central_impulse(acceleration.linear)
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body.apply_torque_impulse(Vector3.UP * acceleration.angular)
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_body.apply_central_impulse(acceleration.linear)
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_body.apply_torque_impulse(Vector3.UP * acceleration.angular)
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if calculate_velocities:
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linear_velocity = body.linear_velocity
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angular_velocity = body.angular_velocity.y
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linear_velocity = _body.linear_velocity
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angular_velocity = _body.angular_velocity.y
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func _set_body(value: RigidBody) -> void:
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body = value
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_body_ref = weakref(value)
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_last_position = body.transform.origin
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_last_orientation = body.rotation.y
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_last_position = value.transform.origin
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_last_orientation = value.rotation.y
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position = _last_position
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orientation = _last_orientation
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func _on_body_ready() -> void:
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# warning-ignore:return_value_discarded
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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_set_body(body)
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func _on_SceneTree_frame() -> void:
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var current_position := body.transform.origin
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var current_orientation := body.rotation.y
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var _body: RigidBody = _body_ref.get_ref()
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if not _body:
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return
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var current_position := _body.transform.origin
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var current_orientation := _body.rotation.y
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position = current_position
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orientation = current_orientation
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@ -56,5 +58,5 @@ func _on_SceneTree_frame() -> void:
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if _applied_steering:
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_applied_steering = false
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else:
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linear_velocity = body.linear_velocity
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angular_velocity = body.angular_velocity.y
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linear_velocity = _body.linear_velocity
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angular_velocity = _body.angular_velocity.y
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var angular_drag_percentage := 0.0
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var _last_orientation: float
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var _body_type: int
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var _applied_steering := false
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