godot-steering-ai-framework/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd

68 lines
1.8 KiB
GDScript

# 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