godot-steering-ai-framework/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd

169 lines
4.3 KiB
GDScript

# A specialized steering agent that updates itself every frame so the user does
# not have to using a KinematicBody
# @category - Specialized agents
extends GSAISpecializedAgent
class_name GSAIKinematicBody3DAgent
# SLIDE uses `move_and_slide`
# COLLIDE uses `move_and_collide`
# POSITION changes the global_position directly
enum MovementType { SLIDE, COLLIDE, POSITION }
# The KinematicBody to keep track of
var body: KinematicBody setget _set_body
# The type of movement the body executes
var movement_type: int
var _last_position: Vector3
var _body_ref: WeakRef
func _init(_body: KinematicBody, _movement_type: int = MovementType.SLIDE) -> void:
if not _body.is_inside_tree():
yield(_body, "ready")
self.body = _body
self.movement_type = _movement_type
# warning-ignore:return_value_discarded
_body.get_tree().connect(
"physics_frame", self, "_on_SceneTree_physics_frame"
)
# Moves the agent's `body` by target `acceleration`.
# @tags - virtual
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
_applied_steering = true
match movement_type:
MovementType.COLLIDE:
_apply_collide_steering(acceleration.linear, delta)
MovementType.SLIDE:
_apply_sliding_steering(acceleration.linear, delta)
_:
_apply_position_steering(acceleration.linear, delta)
_apply_orientation_steering(acceleration.angular, delta)
func _apply_sliding_steering(accel: Vector3, delta: float) -> void:
var _body: KinematicBody = _body_ref.get_ref()
if not _body:
return
var velocity := GSAIUtils.clampedv3(
linear_velocity + accel * delta, linear_speed_max
)
if apply_linear_drag:
velocity = velocity.linear_interpolate(
Vector3.ZERO, linear_drag_percentage
)
velocity = _body.move_and_slide(velocity)
if calculate_velocities:
linear_velocity = velocity
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
var _body: KinematicBody = _body_ref.get_ref()
if not _body:
return
var velocity := GSAIUtils.clampedv3(
linear_velocity + accel * delta, linear_speed_max
)
if apply_linear_drag:
velocity = velocity.linear_interpolate(
Vector3.ZERO, linear_drag_percentage
)
# warning-ignore:return_value_discarded
_body.move_and_collide(velocity * delta)
if calculate_velocities:
linear_velocity = velocity
func _apply_position_steering(accel: Vector3, delta: float) -> void:
var _body: KinematicBody = _body_ref.get_ref()
if not _body:
return
var velocity := GSAIUtils.clampedv3(
linear_velocity + accel * delta, linear_speed_max
)
if apply_linear_drag:
velocity = velocity.linear_interpolate(
Vector3.ZERO, linear_drag_percentage
)
_body.global_transform.origin += velocity * delta
if calculate_velocities:
linear_velocity = velocity
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
var _body: KinematicBody = _body_ref.get_ref()
if not _body:
return
var velocity = clamp(
angular_velocity + angular_acceleration * delta,
-angular_speed_max,
angular_speed_max
)
if apply_angular_drag:
velocity = lerp(velocity, 0, angular_drag_percentage)
_body.rotation.y += velocity * delta
if calculate_velocities:
angular_velocity = velocity
func _set_body(value: KinematicBody) -> 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_physics_frame() -> void:
var _body: KinematicBody = _body_ref.get_ref()
if not _body:
return
if not _body.is_inside_tree():
return
var current_position := _body.transform.origin
var current_orientation := _body.rotation.y
position = current_position
orientation = current_orientation
if calculate_velocities:
if _applied_steering:
_applied_steering = false
else:
linear_velocity = GSAIUtils.clampedv3(
current_position - _last_position, linear_speed_max
)
if apply_linear_drag:
linear_velocity = linear_velocity.linear_interpolate(
Vector3.ZERO, linear_drag_percentage
)
angular_velocity = clamp(
_last_orientation - current_orientation,
-angular_speed_max,
angular_speed_max
)
if apply_angular_drag:
angular_velocity = lerp(
angular_velocity, 0, angular_drag_percentage
)
_last_position = current_position
_last_orientation = current_orientation