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https://github.com/Relintai/godot-steering-ai-framework.git
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16cc3efb43
Fixes #45
54 lines
1.4 KiB
GDScript
54 lines
1.4 KiB
GDScript
extends Node2D
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signal path_established(points)
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var active_points := []
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var is_drawing := false
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var distance_threshold := 100.0
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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if is_drawing:
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active_points.append(event.position)
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update()
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elif event is InputEventMouseButton:
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if event.pressed and event.button_index == BUTTON_LEFT:
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active_points.clear()
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active_points.append(event.position)
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is_drawing = true
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update()
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elif not event.pressed:
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is_drawing = false
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if active_points.size() >= 2:
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_simplify()
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func _draw() -> void:
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if is_drawing:
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for point in active_points:
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draw_circle(point, 2, Color.red)
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else:
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if active_points.size() > 0:
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draw_circle(active_points.front(), 2, Color.red)
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draw_circle(active_points.back(), 2, Color.yellow)
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draw_polyline(active_points, Color.skyblue, 1.0)
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func _simplify() -> void:
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var first: Vector2 = active_points.front()
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var last: Vector2 = active_points.back()
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var key := first
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var simplified_path := [first]
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for i in range(1, active_points.size()):
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var point: Vector2 = active_points[i]
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var distance := point.distance_to(key)
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if distance > distance_threshold:
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key = point
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simplified_path.append(key)
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active_points = simplified_path
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if active_points.back() != last:
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active_points.append(last)
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update()
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emit_signal("path_established", active_points)
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