# A specialized steering agent that updates itself every frame so the user does # not have to using a RigidBody # @category - Specialized agents extends GSAISpecializedAgent class_name GSAIRigidBody3DAgent # The RigidBody to keep track of var body: RigidBody setget _set_body var _last_position: Vector3 var _body_ref: WeakRef func _init(_body: RigidBody) -> void: if not _body.is_inside_tree(): yield(_body, "ready") self.body = _body # warning-ignore:return_value_discarded _body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame") # Moves the agent's `body` by target `acceleration`. # @tags - virtual func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void: var _body: RigidBody = _body_ref.get_ref() if !_body: return _applied_steering = true _body.apply_central_impulse(acceleration.linear) _body.apply_torque_impulse(Vector3.UP * acceleration.angular) if calculate_velocities: linear_velocity = _body.linear_velocity angular_velocity = _body.angular_velocity.y func _set_body(value: RigidBody) -> void: body = value _body_ref = weakref(value) _last_position = value.transform.origin _last_orientation = value.rotation.y position = _last_position orientation = _last_orientation func _on_SceneTree_frame() -> void: var _body: RigidBody = _body_ref.get_ref() if not _body: return if not _body.is_inside_tree() or _body.get_tree().paused: return var current_position : Vector3 = _body.transform.origin var current_orientation : float = _body.rotation.y position = current_position orientation = current_orientation if calculate_velocities: if _applied_steering: _applied_steering = false else: linear_velocity = _body.linear_velocity angular_velocity = _body.angular_velocity.y