pandemonium_engine/modules/steering_ai/behaviors/gsai_follow_path.cpp

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2023-01-13 21:29:17 +01:00
#include "gsai_follow_path.h"
GSAIPath GSAIFollowPath::get_*path() {
return *path;
}
void GSAIFollowPath::set_*path(const GSAIPath &val) {
*path = val;
}
float GSAIFollowPath::get_path_offset() const {
return path_offset;
}
void GSAIFollowPath::set_path_offset(const float val) {
path_offset = val;
}
bool GSAIFollowPath::get_is_arrive_enabled() const {
return is_arrive_enabled;
}
void GSAIFollowPath::set_is_arrive_enabled(const bool val) {
is_arrive_enabled = val;
}
float GSAIFollowPath::get_prediction_time() const {
return prediction_time;
}
void GSAIFollowPath::set_prediction_time(const float val) {
prediction_time = val;
}
// Produces a linear acceleration that moves the agent along the specified path.;
// @category - Individual behaviors;
// The path to follow and travel along.;
GSAIPath *path;
// The distance along the path to generate the next target position.;
float path_offset = 0.0;
// Whether to use `GSAIArrive` behavior on an open path.;
bool is_arrive_enabled = true;
// The amount of time in the future to predict the owning agent's position along;
// the path. Setting it to 0.0 will force non-predictive path following.;
float prediction_time = 0.0;
void GSAIFollowPath::_calculate_steering(const GSAITargetAcceleration &acceleration) {
Vector3 location = ;
if (prediction_time == 0) {
location = agent.position;
}
else {
location = agent.position + (agent.linear_velocity * prediction_time);
}
float distance = path.calculate_distance(location);
float target_distance = distance + path_offset;
if (prediction_time > 0 && path.is_open) {
if (target_distance < path.calculate_distance(agent.position)) {
target_distance = path.length;
}
}
Vector3 target_position = path.calculate_target_position(target_distance);
if (is_arrive_enabled && path.is_open) {
if (path_offset >= 0) {
if (target_distance > path.length - deceleration_radius) {
arrive(acceleration, target_position);
return;
}
}
else {
if (target_distance < deceleration_radius) {
arrive(acceleration, target_position);
return;
}
}
}
acceleration.linear = (target_position - agent.position).normalized();
acceleration.linear *= agent.linear_acceleration_max;
acceleration.angular = 0;
}
}
GSAIFollowPath::GSAIFollowPath() {
*path;
path_offset = 0.0;
is_arrive_enabled = true;
prediction_time = 0.0;
}
GSAIFollowPath::~GSAIFollowPath() {
}
static void GSAIFollowPath::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*path"), &GSAIFollowPath::get_*path);
ClassDB::bind_method(D_METHOD("set_*path", "value"), &GSAIFollowPath::set_*path);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*path", PROPERTY_HINT_RESOURCE_TYPE, "GSAIPath"), "set_*path", "get_*path");
ClassDB::bind_method(D_METHOD("get_path_offset"), &GSAIFollowPath::get_path_offset);
ClassDB::bind_method(D_METHOD("set_path_offset", "value"), &GSAIFollowPath::set_path_offset);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_offset"), "set_path_offset", "get_path_offset");
ClassDB::bind_method(D_METHOD("get_is_arrive_enabled"), &GSAIFollowPath::get_is_arrive_enabled);
ClassDB::bind_method(D_METHOD("set_is_arrive_enabled", "value"), &GSAIFollowPath::set_is_arrive_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_arrive_enabled"), "set_is_arrive_enabled", "get_is_arrive_enabled");
ClassDB::bind_method(D_METHOD("get_prediction_time"), &GSAIFollowPath::get_prediction_time);
ClassDB::bind_method(D_METHOD("set_prediction_time", "value"), &GSAIFollowPath::set_prediction_time);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "prediction_time"), "set_prediction_time", "get_prediction_time");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIFollowPath::_calculate_steering);
}