pandemonium_demo_projects/3d/navmesh/navmesh.gd

89 lines
2.8 KiB
GDScript3
Raw Permalink Normal View History

extends Spatial
const SPEED = 10.0
var camrot = 0.0
var m = SpatialMaterial.new()
var path = []
var show_path = true
onready var robot = get_node("RobotBase")
onready var camera = get_node("CameraBase/Camera")
func _ready():
set_process_input(true)
m.flags_unshaded = true
m.flags_use_point_size = true
m.albedo_color = Color.white
func _physics_process(delta):
var direction = Vector3()
# We need to scale the movement speed by how much delta has passed,
# otherwise the motion won't be smooth.
var step_size = delta * SPEED
if path.size() > 0:
# Direction is the difference between where we are now
# and where we want to go.
var destination = path[0]
direction = destination - robot.translation
# If the next node is closer than we intend to 'step', then
# take a smaller step. Otherwise we would go past it and
# potentially go through a wall or over a cliff edge!
if step_size > direction.length():
step_size = direction.length()
# We should also remove this node since we're about to reach it.
path.remove(0)
# Move the robot towards the path node, by how far we want to travel.
# Note: For a KinematicBody, we would instead use move_and_slide
# so collisions work properly.
robot.translation += direction.normalized() * step_size
# Lastly let's make sure we're looking in the direction we're traveling.
# Clamp y to 0 so the robot only looks left and right, not up/down.
direction.y = 0
if direction:
# Direction is relative, so apply it to the robot's location to
# get a point we can actually look at.
var look_at_point = robot.translation + direction.normalized()
# Make the robot look at the point.
robot.look_at(look_at_point, Vector3.UP)
func _unhandled_input(event):
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
var from = camera.project_ray_origin(event.position)
var to = from + camera.project_ray_normal(event.position) * 1000
var target_point = NavigationServer.map_get_closest_point_to_segment(get_world_3d().navigation_map, from, to)
# Set the path between the robots current location and our target.
path = NavigationServer.map_get_path(get_world_3d().navigation_map, robot.translation, target_point, true)
if show_path:
draw_path(path)
if event is InputEventMouseMotion:
if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
camrot += event.relative.x * 0.005
get_node("CameraBase").set_rotation(Vector3(0, camrot, 0))
print("Camera Rotation: ", camrot)
func draw_path(path_array):
var im = get_node("Draw")
im.set_material_override(m)
im.clear()
im.begin(Mesh.PRIMITIVE_POINTS, null)
im.add_vertex(path_array[0])
im.add_vertex(path_array[path_array.size() - 1])
im.end()
im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
for x in path:
im.add_vertex(x)
im.end()