mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
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16cc3efb43
Fixes #45
65 lines
1.7 KiB
GDScript
65 lines
1.7 KiB
GDScript
# A specialized steering agent that updates itself every frame so the user does
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# not have to using a RigidBody
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# @category - Specialized agents
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extends GSAISpecializedAgent
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class_name GSAIRigidBody3DAgent
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# The RigidBody to keep track of
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var body: RigidBody setget _set_body
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var _last_position: Vector3
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var _body_ref: WeakRef
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func _init(_body: RigidBody) -> void:
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if not _body.is_inside_tree():
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yield(_body, "ready")
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self.body = _body
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# warning-ignore:return_value_discarded
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_body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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# Moves the agent's `body` by target `acceleration`.
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# @tags - virtual
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func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void:
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var _body: RigidBody = _body_ref.get_ref()
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if not _body:
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return
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_applied_steering = true
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_body.apply_central_impulse(acceleration.linear)
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_body.apply_torque_impulse(Vector3.UP * acceleration.angular)
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if calculate_velocities:
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linear_velocity = _body.linear_velocity
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angular_velocity = _body.angular_velocity.y
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func _set_body(value: RigidBody) -> void:
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body = value
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_body_ref = weakref(value)
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_last_position = value.transform.origin
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_last_orientation = value.rotation.y
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position = _last_position
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orientation = _last_orientation
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func _on_SceneTree_frame() -> void:
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var _body: RigidBody = _body_ref.get_ref()
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if not _body:
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return
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var current_position := _body.transform.origin
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var current_orientation := _body.rotation.y
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position = current_position
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orientation = current_orientation
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if calculate_velocities:
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if _applied_steering:
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_applied_steering = false
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else:
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linear_velocity = _body.linear_velocity
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angular_velocity = _body.angular_velocity.y
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