mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
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16cc3efb43
Fixes #45
48 lines
1.4 KiB
GDScript
48 lines
1.4 KiB
GDScript
extends KinematicBody
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var target_node: Spatial
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onready var agent := GSAIKinematicBody3DAgent.new(self)
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onready var target := GSAIAgentLocation.new()
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onready var accel := GSAITargetAcceleration.new()
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onready var blend := GSAIBlend.new(agent)
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onready var face := GSAIFace.new(agent, target, true)
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onready var arrive := GSAIArrive.new(agent, target)
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func _physics_process(delta: float) -> void:
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target.position = target_node.transform.origin
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target.position.y = transform.origin.y
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blend.calculate_steering(accel)
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agent._apply_steering(accel, delta)
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func setup(
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align_tolerance: float,
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angular_deceleration_radius: float,
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angular_accel_max: float,
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angular_speed_max: float,
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deceleration_radius: float,
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arrival_tolerance: float,
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linear_acceleration_max: float,
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linear_speed_max: float,
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_target: Spatial
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) -> void:
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agent.linear_speed_max = linear_speed_max
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agent.linear_acceleration_max = linear_acceleration_max
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agent.linear_drag_percentage = 0.05
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agent.angular_acceleration_max = angular_accel_max
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agent.angular_speed_max = angular_speed_max
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agent.angular_drag_percentage = 0.1
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arrive.arrival_tolerance = arrival_tolerance
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arrive.deceleration_radius = deceleration_radius
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face.alignment_tolerance = align_tolerance
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face.deceleration_radius = angular_deceleration_radius
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target_node = _target
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self.target.position = target_node.transform.origin
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blend.add(arrive, 1)
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blend.add(face, 1)
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