pandemonium_engine/modules/steering_ai/behaviors/gsai_face.cpp

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/*************************************************************************/
/* gsai_face.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "gsai_face.h"
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#include "../gsai_steering_agent.h"
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#include "../gsai_target_acceleration.h"
#include "../gsai_utils.h"
void GSAIFace::face(const Ref<GSAITargetAcceleration> &acceleration, const Vector3 &target_position) {
call("_face", acceleration, target_position);
}
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void GSAIFace::_face(Ref<GSAITargetAcceleration> acceleration, Vector3 target_position) {
ERR_FAIL_COND(!agent.is_valid());
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Vector3 to_target = target_position - agent->get_position();
float distance_squared = to_target.length_squared();
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if (distance_squared < agent->get_zero_linear_speed_threshold()) {
acceleration->set_zero();
} else {
float orientation;
if (use_z) {
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orientation = GSAIUtils::vector3_to_angle(to_target);
} else {
orientation = GSAIUtils::vector2_to_angle(GSAIUtils::to_vector2(to_target));
}
match_orientation(acceleration, orientation);
}
}
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void GSAIFace::_calculate_steering(Ref<GSAITargetAcceleration> acceleration) {
ERR_FAIL_COND(!target.is_valid());
face(acceleration, target->get_position());
}
GSAIFace::GSAIFace() {
}
GSAIFace::~GSAIFace() {
}
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void GSAIFace::_bind_methods() {
BIND_VMETHOD(MethodInfo("_face", PropertyInfo(Variant::OBJECT, "acceleration", PROPERTY_HINT_RESOURCE_TYPE, "GSAITargetAcceleration"), PropertyInfo(Variant::VECTOR3, "target_position")));
ClassDB::bind_method(D_METHOD("face", "acceleration", "target_position"), &GSAIFace::face);
ClassDB::bind_method(D_METHOD("_face", "acceleration", "target_position"), &GSAIFace::_face);
}