# Represents a path made up of Vector3 waypoints, split into segments path # follow behaviors can use. # @category - Base types class_name GSAIPath extends Reference # If `false`, the path loops. var is_open: bool # Total length of the path. var length: float var _segments: Array var _nearest_point_on_segment: Vector3 var _nearest_point_on_path: Vector3 func _init(waypoints: Array, _is_open := false) -> void: self.is_open = _is_open create_path(waypoints) _nearest_point_on_segment = waypoints[0] _nearest_point_on_path = waypoints[0] # Creates a path from a list of waypoints. func create_path(waypoints: Array) -> void: if not waypoints or waypoints.size() < 2: printerr("Waypoints cannot be null and must contain at least two (2) waypoints.") return _segments = [] length = 0 var current: Vector3 = waypoints.front() var previous: Vector3 for i in range(1, waypoints.size(), 1): previous = current if i < waypoints.size(): current = waypoints[i] elif is_open: break else: current = waypoints[0] var segment := GSAISegment.new(previous, current) length += segment.length segment.cumulative_length = length _segments.append(segment) # Returns the distance from `agent_current_position` to the next waypoint. func calculate_distance(agent_current_position: Vector3) -> float: if _segments.size() == 0: return 0.0 var smallest_distance_squared: float = INF var nearest_segment: GSAISegment for i in range(_segments.size()): var segment: GSAISegment = _segments[i] var distance_squared := _calculate_point_segment_distance_squared( segment.begin, segment.end, agent_current_position ) if distance_squared < smallest_distance_squared: _nearest_point_on_path = _nearest_point_on_segment smallest_distance_squared = distance_squared nearest_segment = segment var length_on_path := ( nearest_segment.cumulative_length - _nearest_point_on_path.distance_to(nearest_segment.end) ) return length_on_path # Calculates a target position from the path's starting point based on the `target_distance`. func calculate_target_position(target_distance: float) -> Vector3: if is_open: target_distance = clamp(target_distance, 0, length) else: if target_distance < 0: target_distance = length + fmod(target_distance, length) elif target_distance > length: target_distance = fmod(target_distance, length) var desired_segment: GSAISegment for i in range(_segments.size()): var segment: GSAISegment = _segments[i] if segment.cumulative_length >= target_distance: desired_segment = segment break if not desired_segment: desired_segment = _segments.back() var distance := desired_segment.cumulative_length - target_distance return ( ((desired_segment.begin - desired_segment.end) * (distance / desired_segment.length)) + desired_segment.end ) # Returns the position of the first point on the path. func get_start_point() -> Vector3: return _segments.front().begin # Returns the position of the last point on the path. func get_end_point() -> Vector3: return _segments.back().end func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, position: Vector3) -> float: _nearest_point_on_segment = start var start_end := end - start var start_end_length_squared := start_end.length_squared() if start_end_length_squared != 0: var t = (position - start).dot(start_end) / start_end_length_squared _nearest_point_on_segment += start_end * clamp(t, 0, 1) return _nearest_point_on_segment.distance_squared_to(position) class GSAISegment: var begin: Vector3 var end: Vector3 var length: float var cumulative_length: float func _init(_begin: Vector3, _end: Vector3) -> void: self.begin = _begin self.end = _end length = _begin.distance_to(_end)