extends Navigation 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 = get_closest_point_to_segment(from, to) # Set the path between the robots current location and our target. path = get_simple_path(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()