Cang formatted everything in the new module.

This commit is contained in:
Relintai 2023-01-13 21:35:07 +01:00
parent 0d2aa86bc3
commit 402e8ff689
58 changed files with 2856 additions and 3497 deletions

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@ -1,296 +1,260 @@
#include "gsai_kinematic_body_2d_agent.h"
KinematicBody2D GSAIKinematicBody2DAgent::get_*body() {
return *body;
KinematicBody2D GSAIKinematicBody2DAgent::get_ *body() {
return *body;
}
void GSAIKinematicBody2DAgent::set_*body(const KinematicBody2D &val) {
*body = val;
void GSAIKinematicBody2DAgent::set_ *body(const KinematicBody2D &val) {
*body = val;
}
int GSAIKinematicBody2DAgent::get_movement_type() const {
return movement_type;
return movement_type;
}
void GSAIKinematicBody2DAgent::set_movement_type(const int val) {
movement_type = val;
movement_type = val;
}
Vector2 GSAIKinematicBody2DAgent::get__last_position() {
return _last_position;
return _last_position;
}
void GSAIKinematicBody2DAgent::set__last_position(const Vector2 &val) {
_last_position = val;
_last_position = val;
}
Ref<WeakRef> GSAIKinematicBody2DAgent::get__body_ref() {
return _body_ref;
return _body_ref;
}
void GSAIKinematicBody2DAgent::set__body_ref(const Ref<WeakRef> &val) {
_body_ref = val;
_body_ref = val;
}
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a KinematicBody2D;
// @category - Specialized agents;
// SLIDE uses `move_and_slide`;
// COLLIDE uses `move_and_collide`;
// POSITION changes the `global_position` directly;
}
;
// The KinematicBody2D to keep track of;
// setget _set_body;
KinematicBody2D *body;
// The type of movement the body executes;
int movement_type = MovementType.SLIDE;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a KinematicBody2D;
// @category - Specialized agents;
// SLIDE uses `move_and_slide`;
// COLLIDE uses `move_and_collide`;
// POSITION changes the `global_position` directly;
};
// The KinematicBody2D to keep track of;
// setget _set_body;
KinematicBody2D *body;
// The type of movement the body executes;
int movement_type = MovementType.SLIDE;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
void GSAIKinematicBody2DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame");
void GSAIKinematicBody2DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame");
}
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
void GSAIKinematicBody2DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float delta) {
applied_steering = true;
void GSAIKinematicBody2DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float delta) {
applied_steering = true;
if (movement_type == MovementType.COLLIDE) {
_apply_collide_steering(acceleration.linear, delta);
if (movement_type == MovementType.COLLIDE) {
_apply_collide_steering(acceleration.linear, delta);
}
else if (movement_type == MovementType.SLIDE) {
_apply_sliding_steering(acceleration.linear, delta);
}
else {
_apply_position_steering(acceleration.linear, delta);
}
_apply_orientation_steering(acceleration.angular, delta);
}
void GSAIKinematicBody2DAgent::_apply_sliding_steering(const Vector3 &accel, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
else if (movement_type == MovementType.SLIDE) {
_apply_sliding_steering(acceleration.linear, delta);
if (!_body) {
return;
}
if (!_body.is_inside_tree() || _body.get_tree().paused) {
return;
}
Vector2 velocity = GSAIUtils.to_vector2(linear_velocity + accel * delta).clamped(linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage);
}
velocity = _body.move_and_slide(velocity);
if (calculate_velocities) {
linear_velocity = GSAIUtils.to_vector3(velocity);
}
}
void GSAIKinematicBody2DAgent::_apply_collide_steering(const Vector3 &accel, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
else {
_apply_position_steering(acceleration.linear, delta);
if (!_body) {
return;
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
// warning-ignore:return_value_discarded;
_body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta);
if (calculate_velocities) {
linear_velocity = velocity;
}
}
_apply_orientation_steering(acceleration.angular, delta);
void GSAIKinematicBody2DAgent::_apply_position_steering(const Vector3 &accel, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
if (!_body) {
return;
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
_body.global_position += GSAIUtils.to_vector2(velocity) * delta;
if (calculate_velocities) {
linear_velocity = velocity;
}
}
void GSAIKinematicBody2DAgent::_apply_orientation_steering(const float angular_acceleration, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
void GSAIKinematicBody2DAgent::_apply_sliding_steering(const Vector3 &accel, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
if (!_body) {
return;
}
if (!_body) {
return;
Variant = clamp(angular_velocity + angular_acceleration * delta, -angular_speed_max, angular_speed_max);
if (apply_angular_drag) {
velocity = lerp(velocity, 0, angular_drag_percentage);
}
_body.rotation += velocity * delta;
if (calculate_velocities) {
angular_velocity = velocity;
}
}
void GSAIKinematicBody2DAgent::_set_body(const KinematicBody2D &value) {
bool had_body = false;
if (!_body.is_inside_tree() || _body.get_tree().paused) {
return;
if (body) {
had_body = true;
}
body = value;
_body_ref = weakref(body);
_last_position = value.global_position;
last_orientation = value.rotation;
position = GSAIUtils.to_vector3(_last_position);
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
}
else {
_body_ready();
}
}
}
Vector2 velocity = GSAIUtils.to_vector2(linear_velocity + accel * delta).clamped(linear_speed_max);
void GSAIKinematicBody2DAgent::_on_SceneTree_physics_frame() {
KinematicBody2D *_body = _body_ref.get_ref();
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage);
if (!_body) {
return;
}
Vector2 current_position = _body.global_position;
float current_orientation = _body.rotation;
position = GSAIUtils.to_vector3(current_position);
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = GSAIUtils.clampedv3(GSAIUtils.to_vector3(current_position - _last_position), linear_speed_max);
if (apply_linear_drag) {
linear_velocity = linear_velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
angular_velocity = clamp(last_orientation - current_orientation, -angular_speed_max, angular_speed_max);
if (apply_angular_drag) {
angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage);
}
_last_position = current_position;
last_orientation = current_orientation;
}
}
}
}
velocity = _body.move_and_slide(velocity);
if (calculate_velocities) {
linear_velocity = GSAIUtils.to_vector3(velocity);
GSAIKinematicBody2DAgent::GSAIKinematicBody2DAgent() {
*body;
movement_type = MovementType.SLIDE;
_last_position = ;
_body_ref;
}
GSAIKinematicBody2DAgent::~GSAIKinematicBody2DAgent() {
}
static void GSAIKinematicBody2DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIKinematicBody2DAgent::get_ * body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIKinematicBody2DAgent::set_ * body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "KinematicBody2D"), "set_*body", "get_*body");
void GSAIKinematicBody2DAgent::_apply_collide_steering(const Vector3 &accel, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
ClassDB::bind_method(D_METHOD("get_movement_type"), &GSAIKinematicBody2DAgent::get_movement_type);
ClassDB::bind_method(D_METHOD("set_movement_type", "value"), &GSAIKinematicBody2DAgent::set_movement_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "movement_type"), "set_movement_type", "get_movement_type");
if (!_body) {
return;
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIKinematicBody2DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIKinematicBody2DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIKinematicBody2DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIKinematicBody2DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIKinematicBody2DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "delta"), &GSAIKinematicBody2DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_apply_sliding_steering", "accel", "delta"), &GSAIKinematicBody2DAgent::_apply_sliding_steering);
ClassDB::bind_method(D_METHOD("_apply_collide_steering", "accel", "delta"), &GSAIKinematicBody2DAgent::_apply_collide_steering);
ClassDB::bind_method(D_METHOD("_apply_position_steering", "accel", "delta"), &GSAIKinematicBody2DAgent::_apply_position_steering);
ClassDB::bind_method(D_METHOD("_apply_orientation_steering", "angular_acceleration", "delta"), &GSAIKinematicBody2DAgent::_apply_orientation_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIKinematicBody2DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_physics_frame"), &GSAIKinematicBody2DAgent::_on_SceneTree_physics_frame);
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
// warning-ignore:return_value_discarded;
_body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta);
if (calculate_velocities) {
linear_velocity = velocity;
}
}
void GSAIKinematicBody2DAgent::_apply_position_steering(const Vector3 &accel, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
if (!_body) {
return;
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
_body.global_position += GSAIUtils.to_vector2(velocity) * delta;
if (calculate_velocities) {
linear_velocity = velocity;
}
}
void GSAIKinematicBody2DAgent::_apply_orientation_steering(const float angular_acceleration, const float delta) {
KinematicBody2D *_body = _body_ref.get_ref();
if (!_body) {
return;
}
Variant = clamp(angular_velocity + angular_acceleration * delta, -angular_speed_max, angular_speed_max);
if (apply_angular_drag) {
velocity = lerp(velocity, 0, angular_drag_percentage);
}
_body.rotation += velocity * delta;
if (calculate_velocities) {
angular_velocity = velocity;
}
}
void GSAIKinematicBody2DAgent::_set_body(const KinematicBody2D &value) {
bool had_body = false;
if (body) {
had_body = true;
}
body = value;
_body_ref = weakref(body);
_last_position = value.global_position;
last_orientation = value.rotation;
position = GSAIUtils.to_vector3(_last_position);
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
}
else {
_body_ready();
}
}
}
void GSAIKinematicBody2DAgent::_on_SceneTree_physics_frame() {
KinematicBody2D *_body = _body_ref.get_ref();
if (!_body) {
return;
}
Vector2 current_position = _body.global_position;
float current_orientation = _body.rotation;
position = GSAIUtils.to_vector3(current_position);
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = GSAIUtils.clampedv3(GSAIUtils.to_vector3(current_position - _last_position), linear_speed_max);
if (apply_linear_drag) {
linear_velocity = linear_velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
angular_velocity = clamp(last_orientation - current_orientation, -angular_speed_max, angular_speed_max);
if (apply_angular_drag) {
angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage);
}
_last_position = current_position;
last_orientation = current_orientation;
}
}
}
}
GSAIKinematicBody2DAgent::GSAIKinematicBody2DAgent() {
*body;
movement_type = MovementType.SLIDE;
_last_position = ;
_body_ref;
}
GSAIKinematicBody2DAgent::~GSAIKinematicBody2DAgent() {
}
static void GSAIKinematicBody2DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIKinematicBody2DAgent::get_*body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIKinematicBody2DAgent::set_*body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "KinematicBody2D"), "set_*body", "get_*body");
ClassDB::bind_method(D_METHOD("get_movement_type"), &GSAIKinematicBody2DAgent::get_movement_type);
ClassDB::bind_method(D_METHOD("set_movement_type", "value"), &GSAIKinematicBody2DAgent::set_movement_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "movement_type"), "set_movement_type", "get_movement_type");
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIKinematicBody2DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIKinematicBody2DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIKinematicBody2DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIKinematicBody2DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIKinematicBody2DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "delta"), &GSAIKinematicBody2DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_apply_sliding_steering", "accel", "delta"), &GSAIKinematicBody2DAgent::_apply_sliding_steering);
ClassDB::bind_method(D_METHOD("_apply_collide_steering", "accel", "delta"), &GSAIKinematicBody2DAgent::_apply_collide_steering);
ClassDB::bind_method(D_METHOD("_apply_position_steering", "accel", "delta"), &GSAIKinematicBody2DAgent::_apply_position_steering);
ClassDB::bind_method(D_METHOD("_apply_orientation_steering", "angular_acceleration", "delta"), &GSAIKinematicBody2DAgent::_apply_orientation_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIKinematicBody2DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_physics_frame"), &GSAIKinematicBody2DAgent::_on_SceneTree_physics_frame);
}

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@ -1,63 +1,61 @@
#ifndef GSAIKINEMATICBODY2DAGENT_H
#define GSAIKINEMATICBODY2DAGENT_H
class GSAIKinematicBody2DAgent : public GSAISpecializedAgent {
GDCLASS(GSAIKinematicBody2DAgent, GSAISpecializedAgent);
GDCLASS(GSAIKinematicBody2DAgent, GSAISpecializedAgent);
public:
public:
KinematicBody2D get_ *body();
void set_ *body(const KinematicBody2D &val);
KinematicBody2D get_*body();
void set_*body(const KinematicBody2D &val);
int get_movement_type() const;
void set_movement_type(const int val);
int get_movement_type() const;
void set_movement_type(const int val);
Vector2 get__last_position();
void set__last_position(const Vector2 &val);
Vector2 get__last_position();
void set__last_position(const Vector2 &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
enum MovementType {
enum MovementType {
SLIDE,
COLLIDE,
POSITION
};
SLIDE,
COLLIDE,
POSITION
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float delta);
void _apply_sliding_steering(const Vector3 &accel, const float delta);
void _apply_collide_steering(const Vector3 &accel, const float delta);
void _apply_position_steering(const Vector3 &accel, const float delta);
void _apply_orientation_steering(const float angular_acceleration, const float delta);
void _set_body(const KinematicBody2D &value);
void _on_SceneTree_physics_frame();
GSAIKinematicBody2DAgent();
~GSAIKinematicBody2DAgent();
protected:
static void _bind_methods();
// A specialized steering agent that updates itself every frame so the user does
// not have to using a KinematicBody2D
// @category - Specialized agents
// SLIDE uses `move_and_slide`
// COLLIDE uses `move_and_collide`
// POSITION changes the `global_position` directly
};
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float delta);
void _apply_sliding_steering(const Vector3 &accel, const float delta);
void _apply_collide_steering(const Vector3 &accel, const float delta);
void _apply_position_steering(const Vector3 &accel, const float delta);
void _apply_orientation_steering(const float angular_acceleration, const float delta);
void _set_body(const KinematicBody2D &value);
void _on_SceneTree_physics_frame();
GSAIKinematicBody2DAgent();
~GSAIKinematicBody2DAgent();
protected:
static void _bind_methods();
// A specialized steering agent that updates itself every frame so the user does
// not have to using a KinematicBody2D
// @category - Specialized agents
// SLIDE uses `move_and_slide`
// COLLIDE uses `move_and_collide`
// POSITION changes the `global_position` directly
};
// The KinematicBody2D to keep track of
// setget _set_body
KinematicBody2D *body;
// The type of movement the body executes
int movement_type = MovementType.SLIDE;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
};
// The KinematicBody2D to keep track of
// setget _set_body
KinematicBody2D *body;
// The type of movement the body executes
int movement_type = MovementType.SLIDE;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
}
;
#endif

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@ -1,296 +1,260 @@
#include "gsai_kinematic_body_3d_agent.h"
KinematicBody GSAIKinematicBody3DAgent::get_*body() {
return *body;
KinematicBody GSAIKinematicBody3DAgent::get_ *body() {
return *body;
}
void GSAIKinematicBody3DAgent::set_*body(const KinematicBody &val) {
*body = val;
void GSAIKinematicBody3DAgent::set_ *body(const KinematicBody &val) {
*body = val;
}
int GSAIKinematicBody3DAgent::get_movement_type() const {
return movement_type;
return movement_type;
}
void GSAIKinematicBody3DAgent::set_movement_type(const int val) {
movement_type = val;
movement_type = val;
}
Vector3 GSAIKinematicBody3DAgent::get__last_position() {
return _last_position;
return _last_position;
}
void GSAIKinematicBody3DAgent::set__last_position(const Vector3 &val) {
_last_position = val;
_last_position = val;
}
Ref<WeakRef> GSAIKinematicBody3DAgent::get__body_ref() {
return _body_ref;
return _body_ref;
}
void GSAIKinematicBody3DAgent::set__body_ref(const Ref<WeakRef> &val) {
_body_ref = val;
_body_ref = val;
}
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a KinematicBody;
// @category - Specialized agents;
// SLIDE uses `move_and_slide`;
// COLLIDE uses `move_and_collide`;
// POSITION changes the global_position directly;
}
;
// The KinematicBody to keep track of;
// setget _set_body;
KinematicBody *body;
// The type of movement the body executes;
int movement_type = 0;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a KinematicBody;
// @category - Specialized agents;
// SLIDE uses `move_and_slide`;
// COLLIDE uses `move_and_collide`;
// POSITION changes the global_position directly;
};
// The KinematicBody to keep track of;
// setget _set_body;
KinematicBody *body;
// The type of movement the body executes;
int movement_type = 0;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
void GSAIKinematicBody3DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame");
void GSAIKinematicBody3DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame");
}
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
void GSAIKinematicBody3DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float delta) {
applied_steering = true;
void GSAIKinematicBody3DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float delta) {
applied_steering = true;
if (movement_type == MovementType.COLLIDE) {
_apply_collide_steering(acceleration.linear, delta);
if (movement_type == MovementType.COLLIDE) {
_apply_collide_steering(acceleration.linear, delta);
}
else if (movement_type == MovementType.SLIDE) {
_apply_sliding_steering(acceleration.linear, delta);
}
else {
_apply_position_steering(acceleration.linear, delta);
}
_apply_orientation_steering(acceleration.angular, delta);
}
void GSAIKinematicBody3DAgent::_apply_sliding_steering(const Vector3 &accel, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
else if (movement_type == MovementType.SLIDE) {
_apply_sliding_steering(acceleration.linear, delta);
if (!_body) {
return;
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
velocity = _body.move_and_slide(velocity);
if (calculate_velocities) {
linear_velocity = velocity;
}
}
void GSAIKinematicBody3DAgent::_apply_collide_steering(const Vector3 &accel, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
else {
_apply_position_steering(acceleration.linear, delta);
if (!_body) {
return;
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
// warning-ignore:return_value_discarded;
_body.move_and_collide(velocity * delta);
if (calculate_velocities) {
linear_velocity = velocity;
}
}
_apply_orientation_steering(acceleration.angular, delta);
void GSAIKinematicBody3DAgent::_apply_position_steering(const Vector3 &accel, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
if (!_body) {
return;
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
_body.global_transform.origin += velocity * delta;
if (calculate_velocities) {
linear_velocity = velocity;
}
}
void GSAIKinematicBody3DAgent::_apply_orientation_steering(const float angular_acceleration, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
void GSAIKinematicBody3DAgent::_apply_sliding_steering(const Vector3 &accel, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
if (!_body) {
return;
}
if (!_body) {
return;
Variant = clamp(angular_velocity + angular_acceleration * delta, -angular_speed_max, angular_speed_max);
if (apply_angular_drag) {
velocity = lerp(velocity, 0, angular_drag_percentage);
}
_body.rotation.y += velocity * delta;
if (calculate_velocities) {
angular_velocity = velocity;
}
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
void GSAIKinematicBody3DAgent::_set_body(const KinematicBody &value) {
bool had_body = false;
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
if (body) {
had_body = true;
}
body = value;
_body_ref = weakref(value);
_last_position = value.transform.origin;
last_orientation = value.rotation.y;
position = _last_position;
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
}
else {
_body_ready();
}
}
}
velocity = _body.move_and_slide(velocity);
void GSAIKinematicBody3DAgent::_on_SceneTree_physics_frame() {
KinematicBody *_body = _body_ref.get_ref();
if (calculate_velocities) {
linear_velocity = velocity;
if (!_body) {
return;
}
if (!_body.is_inside_tree() || _body.get_tree().paused) {
return;
}
Vector3 current_position = _body.transform.origin;
float current_orientation = _body.rotation.y;
position = current_position;
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = GSAIUtils.clampedv3(current_position - _last_position, linear_speed_max);
if (apply_linear_drag) {
linear_velocity = linear_velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
angular_velocity = clamp(last_orientation - current_orientation, -angular_speed_max, angular_speed_max);
if (apply_angular_drag) {
angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage);
}
_last_position = current_position;
last_orientation = current_orientation;
}
}
}
}
GSAIKinematicBody3DAgent::GSAIKinematicBody3DAgent() {
*body;
movement_type = 0;
_last_position = ;
_body_ref;
}
void GSAIKinematicBody3DAgent::_apply_collide_steering(const Vector3 &accel, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
if (!_body) {
return;
GSAIKinematicBody3DAgent::~GSAIKinematicBody3DAgent() {
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
static void GSAIKinematicBody3DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIKinematicBody3DAgent::get_ * body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIKinematicBody3DAgent::set_ * body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "KinematicBody"), "set_*body", "get_*body");
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
ClassDB::bind_method(D_METHOD("get_movement_type"), &GSAIKinematicBody3DAgent::get_movement_type);
ClassDB::bind_method(D_METHOD("set_movement_type", "value"), &GSAIKinematicBody3DAgent::set_movement_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "movement_type"), "set_movement_type", "get_movement_type");
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIKinematicBody3DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIKinematicBody3DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIKinematicBody3DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIKinematicBody3DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIKinematicBody3DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "delta"), &GSAIKinematicBody3DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_apply_sliding_steering", "accel", "delta"), &GSAIKinematicBody3DAgent::_apply_sliding_steering);
ClassDB::bind_method(D_METHOD("_apply_collide_steering", "accel", "delta"), &GSAIKinematicBody3DAgent::_apply_collide_steering);
ClassDB::bind_method(D_METHOD("_apply_position_steering", "accel", "delta"), &GSAIKinematicBody3DAgent::_apply_position_steering);
ClassDB::bind_method(D_METHOD("_apply_orientation_steering", "angular_acceleration", "delta"), &GSAIKinematicBody3DAgent::_apply_orientation_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIKinematicBody3DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_physics_frame"), &GSAIKinematicBody3DAgent::_on_SceneTree_physics_frame);
}
// warning-ignore:return_value_discarded;
_body.move_and_collide(velocity * delta);
if (calculate_velocities) {
linear_velocity = velocity;
}
}
void GSAIKinematicBody3DAgent::_apply_position_steering(const Vector3 &accel, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
if (!_body) {
return;
}
Vector3 velocity = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max);
if (apply_linear_drag) {
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
_body.global_transform.origin += velocity * delta;
if (calculate_velocities) {
linear_velocity = velocity;
}
}
void GSAIKinematicBody3DAgent::_apply_orientation_steering(const float angular_acceleration, const float delta) {
KinematicBody *_body = _body_ref.get_ref();
if (!_body) {
return;
}
Variant = clamp(angular_velocity + angular_acceleration * delta,-angular_speed_max,angular_speed_max);
if (apply_angular_drag) {
velocity = lerp(velocity, 0, angular_drag_percentage);
}
_body.rotation.y += velocity * delta;
if (calculate_velocities) {
angular_velocity = velocity;
}
}
void GSAIKinematicBody3DAgent::_set_body(const KinematicBody &value) {
bool had_body = false;
if (body) {
had_body = true;
}
body = value;
_body_ref = weakref(value);
_last_position = value.transform.origin;
last_orientation = value.rotation.y;
position = _last_position;
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
}
else {
_body_ready();
}
}
}
void GSAIKinematicBody3DAgent::_on_SceneTree_physics_frame() {
KinematicBody *_body = _body_ref.get_ref();
if (!_body) {
return;
}
if (!_body.is_inside_tree() || _body.get_tree().paused) {
return;
}
Vector3 current_position = _body.transform.origin;
float current_orientation = _body.rotation.y;
position = current_position;
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = GSAIUtils.clampedv3(current_position - _last_position, linear_speed_max);
if (apply_linear_drag) {
linear_velocity = linear_velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage);
}
angular_velocity = clamp(last_orientation - current_orientation,-angular_speed_max,angular_speed_max);
if (apply_angular_drag) {
angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage);
}
_last_position = current_position;
last_orientation = current_orientation;
}
}
}
}
GSAIKinematicBody3DAgent::GSAIKinematicBody3DAgent() {
*body;
movement_type = 0;
_last_position = ;
_body_ref;
}
GSAIKinematicBody3DAgent::~GSAIKinematicBody3DAgent() {
}
static void GSAIKinematicBody3DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIKinematicBody3DAgent::get_*body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIKinematicBody3DAgent::set_*body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "KinematicBody"), "set_*body", "get_*body");
ClassDB::bind_method(D_METHOD("get_movement_type"), &GSAIKinematicBody3DAgent::get_movement_type);
ClassDB::bind_method(D_METHOD("set_movement_type", "value"), &GSAIKinematicBody3DAgent::set_movement_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "movement_type"), "set_movement_type", "get_movement_type");
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIKinematicBody3DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIKinematicBody3DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIKinematicBody3DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIKinematicBody3DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIKinematicBody3DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "delta"), &GSAIKinematicBody3DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_apply_sliding_steering", "accel", "delta"), &GSAIKinematicBody3DAgent::_apply_sliding_steering);
ClassDB::bind_method(D_METHOD("_apply_collide_steering", "accel", "delta"), &GSAIKinematicBody3DAgent::_apply_collide_steering);
ClassDB::bind_method(D_METHOD("_apply_position_steering", "accel", "delta"), &GSAIKinematicBody3DAgent::_apply_position_steering);
ClassDB::bind_method(D_METHOD("_apply_orientation_steering", "angular_acceleration", "delta"), &GSAIKinematicBody3DAgent::_apply_orientation_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIKinematicBody3DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_physics_frame"), &GSAIKinematicBody3DAgent::_on_SceneTree_physics_frame);
}

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@ -1,63 +1,61 @@
#ifndef GSAIKINEMATICBODY3DAGENT_H
#define GSAIKINEMATICBODY3DAGENT_H
class GSAIKinematicBody3DAgent : public GSAISpecializedAgent {
GDCLASS(GSAIKinematicBody3DAgent, GSAISpecializedAgent);
GDCLASS(GSAIKinematicBody3DAgent, GSAISpecializedAgent);
public:
public:
KinematicBody get_ *body();
void set_ *body(const KinematicBody &val);
KinematicBody get_*body();
void set_*body(const KinematicBody &val);
int get_movement_type() const;
void set_movement_type(const int val);
int get_movement_type() const;
void set_movement_type(const int val);
Vector3 get__last_position();
void set__last_position(const Vector3 &val);
Vector3 get__last_position();
void set__last_position(const Vector3 &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
enum MovementType {
enum MovementType {
SLIDE,
COLLIDE,
POSITION
};
SLIDE,
COLLIDE,
POSITION
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float delta);
void _apply_sliding_steering(const Vector3 &accel, const float delta);
void _apply_collide_steering(const Vector3 &accel, const float delta);
void _apply_position_steering(const Vector3 &accel, const float delta);
void _apply_orientation_steering(const float angular_acceleration, const float delta);
void _set_body(const KinematicBody &value);
void _on_SceneTree_physics_frame();
GSAIKinematicBody3DAgent();
~GSAIKinematicBody3DAgent();
protected:
static void _bind_methods();
// A specialized steering agent that updates itself every frame so the user does
// not have to using a KinematicBody
// @category - Specialized agents
// SLIDE uses `move_and_slide`
// COLLIDE uses `move_and_collide`
// POSITION changes the global_position directly
};
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float delta);
void _apply_sliding_steering(const Vector3 &accel, const float delta);
void _apply_collide_steering(const Vector3 &accel, const float delta);
void _apply_position_steering(const Vector3 &accel, const float delta);
void _apply_orientation_steering(const float angular_acceleration, const float delta);
void _set_body(const KinematicBody &value);
void _on_SceneTree_physics_frame();
GSAIKinematicBody3DAgent();
~GSAIKinematicBody3DAgent();
protected:
static void _bind_methods();
// A specialized steering agent that updates itself every frame so the user does
// not have to using a KinematicBody
// @category - Specialized agents
// SLIDE uses `move_and_slide`
// COLLIDE uses `move_and_collide`
// POSITION changes the global_position directly
};
// The KinematicBody to keep track of
// setget _set_body
KinematicBody *body;
// The type of movement the body executes
int movement_type = 0;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
};
// The KinematicBody to keep track of
// setget _set_body
KinematicBody *body;
// The type of movement the body executes
int movement_type = 0;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
}
;
#endif

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@ -1,168 +1,142 @@
#include "gsai_rigid_body_2d_agent.h"
RigidBody2D GSAIRigidBody2DAgent::get_*body() {
return *body;
RigidBody2D GSAIRigidBody2DAgent::get_ *body() {
return *body;
}
void GSAIRigidBody2DAgent::set_*body(const RigidBody2D &val) {
*body = val;
void GSAIRigidBody2DAgent::set_ *body(const RigidBody2D &val) {
*body = val;
}
Vector2 GSAIRigidBody2DAgent::get__last_position() {
return _last_position;
return _last_position;
}
void GSAIRigidBody2DAgent::set__last_position(const Vector2 &val) {
_last_position = val;
_last_position = val;
}
Ref<WeakRef> GSAIRigidBody2DAgent::get__body_ref() {
return _body_ref;
return _body_ref;
}
void GSAIRigidBody2DAgent::set__body_ref(const Ref<WeakRef> &val) {
_body_ref = val;
_body_ref = val;
}
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a RigidBody2D;
// @category - Specialized agents;
// The RigidBody2D to keep track of;
// setget _set_body;
RigidBody2D *body;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a RigidBody2D;
// @category - Specialized agents;
// The RigidBody2D to keep track of;
// setget _set_body;
RigidBody2D *body;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
void GSAIRigidBody2DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame");
void GSAIRigidBody2DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame");
}
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
void GSAIRigidBody2DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float _delta) {
RigidBody2D *_body = _body_ref.get_ref();
void GSAIRigidBody2DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float _delta) {
RigidBody2D *_body = _body_ref.get_ref();
if (not _body) {
return;
if (not _body) {
return;
}
applied_steering = true;
_body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear));
_body.apply_torque_impulse(acceleration.angular);
if (calculate_velocities) {
linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity);
angular_velocity = _body.angular_velocity;
}
}
applied_steering = true;
_body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear));
_body.apply_torque_impulse(acceleration.angular);
void GSAIRigidBody2DAgent::_set_body(const RigidBody2D &value) {
bool had_body = false;
if (calculate_velocities) {
linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity);
angular_velocity = _body.angular_velocity;
if (body) {
had_body = true;
}
body = value;
_body_ref = weakref(value);
_last_position = value.global_position;
last_orientation = value.rotation;
position = GSAIUtils.to_vector3(_last_position);
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
}
else {
_body_ready();
}
}
}
void GSAIRigidBody2DAgent::_on_SceneTree_frame() {
RigidBody2D *_body = _body_ref.get_ref();
if (!_body) {
return;
}
if (!_body.is_inside_tree() || _body.get_tree().paused) {
return;
}
Vector2 current_position = _body.global_position;
float current_orientation = _body.rotation;
position = GSAIUtils.to_vector3(current_position);
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity);
angular_velocity = _body.angular_velocity;
}
}
}
}
void GSAIRigidBody2DAgent::_set_body(const RigidBody2D &value) {
bool had_body = false;
if (body) {
had_body = true;
GSAIRigidBody2DAgent::GSAIRigidBody2DAgent() {
*body;
_last_position = ;
_body_ref;
}
body = value;
_body_ref = weakref(value);
_last_position = value.global_position;
last_orientation = value.rotation;
position = GSAIUtils.to_vector3(_last_position);
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
GSAIRigidBody2DAgent::~GSAIRigidBody2DAgent() {
}
static void GSAIRigidBody2DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIRigidBody2DAgent::get_ * body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIRigidBody2DAgent::set_ * body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "RigidBody2D"), "set_*body", "get_*body");
else {
_body_ready();
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIRigidBody2DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIRigidBody2DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIRigidBody2DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIRigidBody2DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIRigidBody2DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "_delta"), &GSAIRigidBody2DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIRigidBody2DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_frame"), &GSAIRigidBody2DAgent::_on_SceneTree_frame);
}
}
}
void GSAIRigidBody2DAgent::_on_SceneTree_frame() {
RigidBody2D *_body = _body_ref.get_ref();
if (!_body) {
return;
}
if (!_body.is_inside_tree() || _body.get_tree().paused) {
return;
}
Vector2 current_position = _body.global_position;
float current_orientation = _body.rotation;
position = GSAIUtils.to_vector3(current_position);
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity);
angular_velocity = _body.angular_velocity;
}
}
}
}
GSAIRigidBody2DAgent::GSAIRigidBody2DAgent() {
*body;
_last_position = ;
_body_ref;
}
GSAIRigidBody2DAgent::~GSAIRigidBody2DAgent() {
}
static void GSAIRigidBody2DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIRigidBody2DAgent::get_*body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIRigidBody2DAgent::set_*body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "RigidBody2D"), "set_*body", "get_*body");
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIRigidBody2DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIRigidBody2DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIRigidBody2DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIRigidBody2DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIRigidBody2DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "_delta"), &GSAIRigidBody2DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIRigidBody2DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_frame"), &GSAIRigidBody2DAgent::_on_SceneTree_frame);
}

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#ifndef GSAIRIGIDBODY2DAGENT_H
#define GSAIRIGIDBODY2DAGENT_H
class GSAIRigidBody2DAgent : public GSAISpecializedAgent {
GDCLASS(GSAIRigidBody2DAgent, GSAISpecializedAgent);
GDCLASS(GSAIRigidBody2DAgent, GSAISpecializedAgent);
public:
public:
RigidBody2D get_ *body();
void set_ *body(const RigidBody2D &val);
RigidBody2D get_*body();
void set_*body(const RigidBody2D &val);
Vector2 get__last_position();
void set__last_position(const Vector2 &val);
Vector2 get__last_position();
void set__last_position(const Vector2 &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float _delta);
void _set_body(const RigidBody2D &value);
void _on_SceneTree_frame();
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float _delta);
void _set_body(const RigidBody2D &value);
void _on_SceneTree_frame();
GSAIRigidBody2DAgent();
~GSAIRigidBody2DAgent();
GSAIRigidBody2DAgent();
~GSAIRigidBody2DAgent();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// A specialized steering agent that updates itself every frame so the user does
// not have to using a RigidBody2D
// @category - Specialized agents
// The RigidBody2D to keep track of
// setget _set_body
RigidBody2D *body;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
// A specialized steering agent that updates itself every frame so the user does
// not have to using a RigidBody2D
// @category - Specialized agents
// The RigidBody2D to keep track of
// setget _set_body
RigidBody2D *body;
Vector2 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
};
#endif

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#include "gsai_rigid_body_3d_agent.h"
RigidBody GSAIRigidBody3DAgent::get_*body() {
return *body;
RigidBody GSAIRigidBody3DAgent::get_ *body() {
return *body;
}
void GSAIRigidBody3DAgent::set_*body(const RigidBody &val) {
*body = val;
void GSAIRigidBody3DAgent::set_ *body(const RigidBody &val) {
*body = val;
}
Vector3 GSAIRigidBody3DAgent::get__last_position() {
return _last_position;
return _last_position;
}
void GSAIRigidBody3DAgent::set__last_position(const Vector3 &val) {
_last_position = val;
_last_position = val;
}
Ref<WeakRef> GSAIRigidBody3DAgent::get__body_ref() {
return _body_ref;
return _body_ref;
}
void GSAIRigidBody3DAgent::set__body_ref(const Ref<WeakRef> &val) {
_body_ref = val;
_body_ref = val;
}
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a RigidBody;
// @category - Specialized agents;
// The RigidBody to keep track of;
// setget _set_body;
RigidBody *body;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
// A specialized steering agent that updates itself every frame so the user does;
// not have to using a RigidBody;
// @category - Specialized agents;
// The RigidBody to keep track of;
// setget _set_body;
RigidBody *body;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
void GSAIRigidBody3DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame");
void GSAIRigidBody3DAgent::_body_ready() {
// warning-ignore:return_value_discarded;
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame");
}
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
// Moves the agent's `body` by target `acceleration`.;
// @tags - virtual;
void GSAIRigidBody3DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float _delta) {
RigidBody *_body = _body_ref.get_ref();
void GSAIRigidBody3DAgent::_apply_steering(const GSAITargetAcceleration &acceleration, const float _delta) {
RigidBody *_body = _body_ref.get_ref();
if (!_body) {
return;
if (!_body) {
return;
}
applied_steering = true;
_body.apply_central_impulse(acceleration.linear);
_body.apply_torque_impulse(Vector3.UP * acceleration.angular);
if (calculate_velocities) {
linear_velocity = _body.linear_velocity;
angular_velocity = _body.angular_velocity.y;
}
}
applied_steering = true;
_body.apply_central_impulse(acceleration.linear);
_body.apply_torque_impulse(Vector3.UP * acceleration.angular);
void GSAIRigidBody3DAgent::_set_body(const RigidBody &value) {
bool had_body = false;
if (calculate_velocities) {
linear_velocity = _body.linear_velocity;
angular_velocity = _body.angular_velocity.y;
if (body) {
had_body = true;
}
body = value;
_body_ref = weakref(value);
_last_position = value.transform.origin;
last_orientation = value.rotation.y;
position = _last_position;
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
}
else {
_body_ready();
}
}
}
void GSAIRigidBody3DAgent::_on_SceneTree_frame() {
RigidBody *_body = _body_ref.get_ref();
if (not _body) {
return;
}
if (not _body.is_inside_tree() || _body.get_tree().paused) {
return;
}
Vector3 current_position = _body.transform.origin;
float current_orientation = _body.rotation.y;
position = current_position;
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = _body.linear_velocity;
angular_velocity = _body.angular_velocity.y;
}
}
}
}
void GSAIRigidBody3DAgent::_set_body(const RigidBody &value) {
bool had_body = false;
if (body) {
had_body = true;
GSAIRigidBody3DAgent::GSAIRigidBody3DAgent() {
*body;
_last_position = ;
_body_ref;
}
body = value;
_body_ref = weakref(value);
_last_position = value.transform.origin;
last_orientation = value.rotation.y;
position = _last_position;
orientation = last_orientation;
if (!had_body) {
if (!body.is_inside_tree()) {
body.connect("ready", self, "_body_ready");
GSAIRigidBody3DAgent::~GSAIRigidBody3DAgent() {
}
static void GSAIRigidBody3DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIRigidBody3DAgent::get_ * body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIRigidBody3DAgent::set_ * body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "RigidBody"), "set_*body", "get_*body");
else {
_body_ready();
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIRigidBody3DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIRigidBody3DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIRigidBody3DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIRigidBody3DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIRigidBody3DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "_delta"), &GSAIRigidBody3DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIRigidBody3DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_frame"), &GSAIRigidBody3DAgent::_on_SceneTree_frame);
}
}
}
void GSAIRigidBody3DAgent::_on_SceneTree_frame() {
RigidBody *_body = _body_ref.get_ref();
if (not _body) {
return;
}
if (not _body.is_inside_tree() || _body.get_tree().paused) {
return;
}
Vector3 current_position = _body.transform.origin;
float current_orientation = _body.rotation.y;
position = current_position;
orientation = current_orientation;
if (calculate_velocities) {
if (applied_steering) {
applied_steering = false;
}
else {
linear_velocity = _body.linear_velocity;
angular_velocity = _body.angular_velocity.y;
}
}
}
}
GSAIRigidBody3DAgent::GSAIRigidBody3DAgent() {
*body;
_last_position = ;
_body_ref;
}
GSAIRigidBody3DAgent::~GSAIRigidBody3DAgent() {
}
static void GSAIRigidBody3DAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*body"), &GSAIRigidBody3DAgent::get_*body);
ClassDB::bind_method(D_METHOD("set_*body", "value"), &GSAIRigidBody3DAgent::set_*body);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*body", PROPERTY_HINT_RESOURCE_TYPE, "RigidBody"), "set_*body", "get_*body");
ClassDB::bind_method(D_METHOD("get__last_position"), &GSAIRigidBody3DAgent::get__last_position);
ClassDB::bind_method(D_METHOD("set__last_position", "value"), &GSAIRigidBody3DAgent::set__last_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_last_position"), "set__last_position", "get__last_position");
ClassDB::bind_method(D_METHOD("get__body_ref"), &GSAIRigidBody3DAgent::get__body_ref);
ClassDB::bind_method(D_METHOD("set__body_ref", "value"), &GSAIRigidBody3DAgent::set__body_ref);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_body_ref", PROPERTY_HINT_RESOURCE_TYPE, "Ref<WeakRef>"), "set__body_ref", "get__body_ref");
ClassDB::bind_method(D_METHOD("_body_ready"), &GSAIRigidBody3DAgent::_body_ready);
ClassDB::bind_method(D_METHOD("_apply_steering", "acceleration", "_delta"), &GSAIRigidBody3DAgent::_apply_steering);
ClassDB::bind_method(D_METHOD("_set_body", "value"), &GSAIRigidBody3DAgent::_set_body);
ClassDB::bind_method(D_METHOD("_on_SceneTree_frame"), &GSAIRigidBody3DAgent::_on_SceneTree_frame);
}

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#ifndef GSAIRIGIDBODY3DAGENT_H
#define GSAIRIGIDBODY3DAGENT_H
class GSAIRigidBody3DAgent : public GSAISpecializedAgent {
GDCLASS(GSAIRigidBody3DAgent, GSAISpecializedAgent);
GDCLASS(GSAIRigidBody3DAgent, GSAISpecializedAgent);
public:
public:
RigidBody get_ *body();
void set_ *body(const RigidBody &val);
RigidBody get_*body();
void set_*body(const RigidBody &val);
Vector3 get__last_position();
void set__last_position(const Vector3 &val);
Vector3 get__last_position();
void set__last_position(const Vector3 &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
Ref<WeakRef> get__body_ref();
void set__body_ref(const Ref<WeakRef> &val);
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float _delta);
void _set_body(const RigidBody &value);
void _on_SceneTree_frame();
void _body_ready();
void _apply_steering(const GSAITargetAcceleration &acceleration, const float _delta);
void _set_body(const RigidBody &value);
void _on_SceneTree_frame();
GSAIRigidBody3DAgent();
~GSAIRigidBody3DAgent();
GSAIRigidBody3DAgent();
~GSAIRigidBody3DAgent();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// A specialized steering agent that updates itself every frame so the user does
// not have to using a RigidBody
// @category - Specialized agents
// The RigidBody to keep track of
// setget _set_body
RigidBody *body;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
// A specialized steering agent that updates itself every frame so the user does
// not have to using a RigidBody
// @category - Specialized agents
// The RigidBody to keep track of
// setget _set_body
RigidBody *body;
Vector3 _last_position = ;
Ref<WeakRef> _body_ref;
// Moves the agent's `body` by target `acceleration`.
// @tags - virtual
};
#endif

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#include "gsai_specialize_dagent.h"
bool GSAISpecializedAgent::get_calculate_velocities() const {
return calculate_velocities;
return calculate_velocities;
}
void GSAISpecializedAgent::set_calculate_velocities(const bool val) {
calculate_velocities = val;
calculate_velocities = val;
}
bool GSAISpecializedAgent::get_apply_linear_drag() const {
return apply_linear_drag;
return apply_linear_drag;
}
void GSAISpecializedAgent::set_apply_linear_drag(const bool val) {
apply_linear_drag = val;
apply_linear_drag = val;
}
bool GSAISpecializedAgent::get_apply_angular_drag() const {
return apply_angular_drag;
return apply_angular_drag;
}
void GSAISpecializedAgent::set_apply_angular_drag(const bool val) {
apply_angular_drag = val;
apply_angular_drag = val;
}
float GSAISpecializedAgent::get_linear_drag_percentage() const {
return linear_drag_percentage;
return linear_drag_percentage;
}
void GSAISpecializedAgent::set_linear_drag_percentage(const float val) {
linear_drag_percentage = val;
linear_drag_percentage = val;
}
float GSAISpecializedAgent::get_angular_drag_percentage() const {
return angular_drag_percentage;
return angular_drag_percentage;
}
void GSAISpecializedAgent::set_angular_drag_percentage(const float val) {
angular_drag_percentage = val;
angular_drag_percentage = val;
}
float GSAISpecializedAgent::get_last_orientation() const {
return last_orientation;
return last_orientation;
}
void GSAISpecializedAgent::set_last_orientation(const float val) {
last_orientation = val;
last_orientation = val;
}
bool GSAISpecializedAgent::get_applied_steering() const {
return applied_steering;
return applied_steering;
}
void GSAISpecializedAgent::set_applied_steering(const bool val) {
applied_steering = val;
applied_steering = val;
}
// A base class for a specialized steering agent that updates itself every frame;
// so the user does not have to. All other specialized agents derive from this.;
// @category - Specialized agents;
// @tags - abstract;
// If `true`, calculates linear and angular velocities based on the previous;
// frame. When `false`, the user must keep those values updated.;
bool calculate_velocities = true;
// If `true`, interpolates the current linear velocity towards 0 by the;
// `linear_drag_percentage` value.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
bool apply_linear_drag = true;
// If `true`, interpolates the current angular velocity towards 0 by the;
// `angular_drag_percentage` value.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
bool apply_angular_drag = true;
// The percentage between the current linear velocity and 0 to interpolate by if;
// `apply_linear_drag` is true.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
float linear_drag_percentage = 0.0;
// The percentage between the current angular velocity and 0 to interpolate by if;
// `apply_angular_drag` is true.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
float angular_drag_percentage = 0.0;
float last_orientation = 0.0;
bool applied_steering = false;
// A base class for a specialized steering agent that updates itself every frame;
// so the user does not have to. All other specialized agents derive from this.;
// @category - Specialized agents;
// @tags - abstract;
// If `true`, calculates linear and angular velocities based on the previous;
// frame. When `false`, the user must keep those values updated.;
bool calculate_velocities = true;
// If `true`, interpolates the current linear velocity towards 0 by the;
// `linear_drag_percentage` value.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
bool apply_linear_drag = true;
// If `true`, interpolates the current angular velocity towards 0 by the;
// `angular_drag_percentage` value.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
bool apply_angular_drag = true;
// The percentage between the current linear velocity and 0 to interpolate by if;
// `apply_linear_drag` is true.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
float linear_drag_percentage = 0.0;
// The percentage between the current angular velocity and 0 to interpolate by if;
// `apply_angular_drag` is true.;
// Does not apply to `RigidBody` and `RigidBody2D` nodes.;
float angular_drag_percentage = 0.0;
float last_orientation = 0.0;
bool applied_steering = false;
void GSAISpecializedAgent::apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta) {
call("_apply_steering", _acceleration, _delta);
void GSAISpecializedAgent::apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta) {
call("_apply_steering", _acceleration, _delta);
}
// Moves the agent's body by target `acceleration`.;
// @tags - virtual;
// Moves the agent's body by target `acceleration`.;
// @tags - virtual;
void GSAISpecializedAgent::_apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta) {
pass;
void GSAISpecializedAgent::_apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta) {
pass;
}
}
GSAISpecializedAgent::GSAISpecializedAgent() {
calculate_velocities = true;
apply_linear_drag = true;
apply_angular_drag = true;
linear_drag_percentage = 0.0;
angular_drag_percentage = 0.0;
last_orientation = 0.0;
applied_steering = false;
}
GSAISpecializedAgent::GSAISpecializedAgent() {
calculate_velocities = true;
apply_linear_drag = true;
apply_angular_drag = true;
linear_drag_percentage = 0.0;
angular_drag_percentage = 0.0;
last_orientation = 0.0;
applied_steering = false;
}
GSAISpecializedAgent::~GSAISpecializedAgent() {
}
GSAISpecializedAgent::~GSAISpecializedAgent() {
}
static void GSAISpecializedAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_calculate_velocities"), &GSAISpecializedAgent::get_calculate_velocities);
ClassDB::bind_method(D_METHOD("set_calculate_velocities", "value"), &GSAISpecializedAgent::set_calculate_velocities);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_velocities"), "set_calculate_velocities", "get_calculate_velocities");
ClassDB::bind_method(D_METHOD("get_apply_linear_drag"), &GSAISpecializedAgent::get_apply_linear_drag);
ClassDB::bind_method(D_METHOD("set_apply_linear_drag", "value"), &GSAISpecializedAgent::set_apply_linear_drag);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "apply_linear_drag"), "set_apply_linear_drag", "get_apply_linear_drag");
static void GSAISpecializedAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_calculate_velocities"), &GSAISpecializedAgent::get_calculate_velocities);
ClassDB::bind_method(D_METHOD("set_calculate_velocities", "value"), &GSAISpecializedAgent::set_calculate_velocities);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_velocities"), "set_calculate_velocities", "get_calculate_velocities");
ClassDB::bind_method(D_METHOD("get_apply_angular_drag"), &GSAISpecializedAgent::get_apply_angular_drag);
ClassDB::bind_method(D_METHOD("set_apply_angular_drag", "value"), &GSAISpecializedAgent::set_apply_angular_drag);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "apply_angular_drag"), "set_apply_angular_drag", "get_apply_angular_drag");
ClassDB::bind_method(D_METHOD("get_linear_drag_percentage"), &GSAISpecializedAgent::get_linear_drag_percentage);
ClassDB::bind_method(D_METHOD("set_linear_drag_percentage", "value"), &GSAISpecializedAgent::set_linear_drag_percentage);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_drag_percentage"), "set_linear_drag_percentage", "get_linear_drag_percentage");
ClassDB::bind_method(D_METHOD("get_apply_linear_drag"), &GSAISpecializedAgent::get_apply_linear_drag);
ClassDB::bind_method(D_METHOD("set_apply_linear_drag", "value"), &GSAISpecializedAgent::set_apply_linear_drag);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "apply_linear_drag"), "set_apply_linear_drag", "get_apply_linear_drag");
ClassDB::bind_method(D_METHOD("get_apply_angular_drag"), &GSAISpecializedAgent::get_apply_angular_drag);
ClassDB::bind_method(D_METHOD("set_apply_angular_drag", "value"), &GSAISpecializedAgent::set_apply_angular_drag);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "apply_angular_drag"), "set_apply_angular_drag", "get_apply_angular_drag");
ClassDB::bind_method(D_METHOD("get_linear_drag_percentage"), &GSAISpecializedAgent::get_linear_drag_percentage);
ClassDB::bind_method(D_METHOD("set_linear_drag_percentage", "value"), &GSAISpecializedAgent::set_linear_drag_percentage);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_drag_percentage"), "set_linear_drag_percentage", "get_linear_drag_percentage");
ClassDB::bind_method(D_METHOD("get_angular_drag_percentage"), &GSAISpecializedAgent::get_angular_drag_percentage);
ClassDB::bind_method(D_METHOD("set_angular_drag_percentage", "value"), &GSAISpecializedAgent::set_angular_drag_percentage);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_drag_percentage"), "set_angular_drag_percentage", "get_angular_drag_percentage");
ClassDB::bind_method(D_METHOD("get_last_orientation"), &GSAISpecializedAgent::get_last_orientation);
ClassDB::bind_method(D_METHOD("set_last_orientation", "value"), &GSAISpecializedAgent::set_last_orientation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "last_orientation"), "set_last_orientation", "get_last_orientation");
ClassDB::bind_method(D_METHOD("get_applied_steering"), &GSAISpecializedAgent::get_applied_steering);
ClassDB::bind_method(D_METHOD("set_applied_steering", "value"), &GSAISpecializedAgent::set_applied_steering);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "applied_steering"), "set_applied_steering", "get_applied_steering");
ClassDB::bind_method(D_METHOD("apply_steering", "_acceleration", "_delta"), &GSAISpecializedAgent::apply_steering);
ClassDB::bind_method(D_METHOD("_apply_steering", "_acceleration", "_delta"), &GSAISpecializedAgent::_apply_steering);
}
ClassDB::bind_method(D_METHOD("get_angular_drag_percentage"), &GSAISpecializedAgent::get_angular_drag_percentage);
ClassDB::bind_method(D_METHOD("set_angular_drag_percentage", "value"), &GSAISpecializedAgent::set_angular_drag_percentage);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_drag_percentage"), "set_angular_drag_percentage", "get_angular_drag_percentage");
ClassDB::bind_method(D_METHOD("get_last_orientation"), &GSAISpecializedAgent::get_last_orientation);
ClassDB::bind_method(D_METHOD("set_last_orientation", "value"), &GSAISpecializedAgent::set_last_orientation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "last_orientation"), "set_last_orientation", "get_last_orientation");
ClassDB::bind_method(D_METHOD("get_applied_steering"), &GSAISpecializedAgent::get_applied_steering);
ClassDB::bind_method(D_METHOD("set_applied_steering", "value"), &GSAISpecializedAgent::set_applied_steering);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "applied_steering"), "set_applied_steering", "get_applied_steering");
ClassDB::bind_method(D_METHOD("apply_steering", "_acceleration", "_delta"), &GSAISpecializedAgent::apply_steering);
ClassDB::bind_method(D_METHOD("_apply_steering", "_acceleration", "_delta"), &GSAISpecializedAgent::_apply_steering);
}

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@ -1,70 +1,67 @@
#ifndef GSAISPECIALIZEDAGENT_H
#define GSAISPECIALIZEDAGENT_H
class GSAISpecializedAgent : public GSAISteeringAgent {
GDCLASS(GSAISpecializedAgent, GSAISteeringAgent);
GDCLASS(GSAISpecializedAgent, GSAISteeringAgent);
public:
public:
bool get_calculate_velocities() const;
void set_calculate_velocities(const bool val);
bool get_calculate_velocities() const;
void set_calculate_velocities(const bool val);
bool get_apply_linear_drag() const;
void set_apply_linear_drag(const bool val);
bool get_apply_linear_drag() const;
void set_apply_linear_drag(const bool val);
bool get_apply_angular_drag() const;
void set_apply_angular_drag(const bool val);
bool get_apply_angular_drag() const;
void set_apply_angular_drag(const bool val);
float get_linear_drag_percentage() const;
void set_linear_drag_percentage(const float val);
float get_linear_drag_percentage() const;
void set_linear_drag_percentage(const float val);
float get_angular_drag_percentage() const;
void set_angular_drag_percentage(const float val);
float get_angular_drag_percentage() const;
void set_angular_drag_percentage(const float val);
float get_last_orientation() const;
void set_last_orientation(const float val);
float get_last_orientation() const;
void set_last_orientation(const float val);
bool get_applied_steering() const;
void set_applied_steering(const bool val);
bool get_applied_steering() const;
void set_applied_steering(const bool val);
void apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta);
void _apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta);
void apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta);
void _apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta);
GSAISpecializedAgent();
~GSAISpecializedAgent();
GSAISpecializedAgent();
~GSAISpecializedAgent();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// A base class for a specialized steering agent that updates itself every frame
// so the user does not have to. All other specialized agents derive from this.
// @category - Specialized agents
// @tags - abstract
// If `true`, calculates linear and angular velocities based on the previous
// frame. When `false`, the user must keep those values updated.
bool calculate_velocities = true;
// If `true`, interpolates the current linear velocity towards 0 by the
// `linear_drag_percentage` value.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
bool apply_linear_drag = true;
// If `true`, interpolates the current angular velocity towards 0 by the
// `angular_drag_percentage` value.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
bool apply_angular_drag = true;
// The percentage between the current linear velocity and 0 to interpolate by if
// `apply_linear_drag` is true.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
float linear_drag_percentage = 0.0;
// The percentage between the current angular velocity and 0 to interpolate by if
// `apply_angular_drag` is true.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
float angular_drag_percentage = 0.0;
float last_orientation = 0.0;
bool applied_steering = false;
// Moves the agent's body by target `acceleration`.
// @tags - virtual
// A base class for a specialized steering agent that updates itself every frame
// so the user does not have to. All other specialized agents derive from this.
// @category - Specialized agents
// @tags - abstract
// If `true`, calculates linear and angular velocities based on the previous
// frame. When `false`, the user must keep those values updated.
bool calculate_velocities = true;
// If `true`, interpolates the current linear velocity towards 0 by the
// `linear_drag_percentage` value.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
bool apply_linear_drag = true;
// If `true`, interpolates the current angular velocity towards 0 by the
// `angular_drag_percentage` value.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
bool apply_angular_drag = true;
// The percentage between the current linear velocity and 0 to interpolate by if
// `apply_linear_drag` is true.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
float linear_drag_percentage = 0.0;
// The percentage between the current angular velocity and 0 to interpolate by if
// `apply_angular_drag` is true.
// Does not apply to `RigidBody` and `RigidBody2D` nodes.
float angular_drag_percentage = 0.0;
float last_orientation = 0.0;
bool applied_steering = false;
// Moves the agent's body by target `acceleration`.
// @tags - virtual
};
#endif

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@ -1,130 +1,110 @@
#include "gsai_arrive.h"
GSAIAgentLocation GSAIArrive::get_*target() {
return *target;
GSAIAgentLocation GSAIArrive::get_ *target() {
return *target;
}
void GSAIArrive::set_*target(const GSAIAgentLocation &val) {
*target = val;
void GSAIArrive::set_ *target(const GSAIAgentLocation &val) {
*target = val;
}
float GSAIArrive::get_arrival_tolerance() const {
return arrival_tolerance;
return arrival_tolerance;
}
void GSAIArrive::set_arrival_tolerance(const float val) {
arrival_tolerance = val;
arrival_tolerance = val;
}
float GSAIArrive::get_deceleration_radius() const {
return deceleration_radius;
return deceleration_radius;
}
void GSAIArrive::set_deceleration_radius(const float val) {
deceleration_radius = val;
deceleration_radius = val;
}
float GSAIArrive::get_time_to_reach() const {
return time_to_reach;
return time_to_reach;
}
void GSAIArrive::set_time_to_reach(const float val) {
time_to_reach = val;
time_to_reach = val;
}
// Calculates acceleration to take an agent to its target's location. The;
// calculation attempts to arrive with zero remaining velocity.;
// @category - Individual behaviors;
// Target agent to arrive to.;
GSAIAgentLocation *target;
// Distance from the target for the agent to be considered successfully;
// arrived.;
float arrival_tolerance = 0.0;
// Distance from the target for the agent to begin slowing down.;
float deceleration_radius = 0.0;
// Represents the time it takes to change acceleration.;
float time_to_reach = 0.1;
// Calculates acceleration to take an agent to its target's location. The;
// calculation attempts to arrive with zero remaining velocity.;
// @category - Individual behaviors;
// Target agent to arrive to.;
GSAIAgentLocation *target;
// Distance from the target for the agent to be considered successfully;
// arrived.;
float arrival_tolerance = 0.0;
// Distance from the target for the agent to begin slowing down.;
float deceleration_radius = 0.0;
// Represents the time it takes to change acceleration.;
float time_to_reach = 0.1;
void GSAIArrive::arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
call("_arrive", acceleration, target_position);
void GSAIArrive::arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
call("_arrive", acceleration, target_position);
}
void GSAIArrive::_arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
Vector3 to_target = target_position - agent.position;
float distance = to_target.length();
void GSAIArrive::_arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
Vector3 to_target = target_position - agent.position;
float distance = to_target.length();
if (distance <= arrival_tolerance) {
acceleration.set_zero();
}
if (distance <= arrival_tolerance) {
acceleration.set_zero();
else {
float desired_speed = agent.linear_speed_max;
if (distance <= deceleration_radius) {
desired_speed *= distance / deceleration_radius;
}
Vector3 desired_velocity = to_target * desired_speed / distance;
desired_velocity = ((desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach);
acceleration.linear = GSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max);
acceleration.angular = 0;
}
}
else {
float desired_speed = agent.linear_speed_max;
if (distance <= deceleration_radius) {
desired_speed *= distance / deceleration_radius;
void GSAIArrive::_calculate_steering(const GSAITargetAcceleration &acceleration) {
arrive(acceleration, target.position);
}
}
Vector3 desired_velocity = to_target * desired_speed / distance;
desired_velocity = ((desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach);
acceleration.linear = GSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max);
acceleration.angular = 0;
GSAIArrive::GSAIArrive() {
*target;
arrival_tolerance = 0.0;
deceleration_radius = 0.0;
time_to_reach = 0.1;
}
GSAIArrive::~GSAIArrive() {
}
static void GSAIArrive::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAIArrive::get_ * target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAIArrive::set_ * target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAIAgentLocation"), "set_*target", "get_*target");
void GSAIArrive::_calculate_steering(const GSAITargetAcceleration &acceleration) {
arrive(acceleration, target.position);
ClassDB::bind_method(D_METHOD("get_arrival_tolerance"), &GSAIArrive::get_arrival_tolerance);
ClassDB::bind_method(D_METHOD("set_arrival_tolerance", "value"), &GSAIArrive::set_arrival_tolerance);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "arrival_tolerance"), "set_arrival_tolerance", "get_arrival_tolerance");
ClassDB::bind_method(D_METHOD("get_deceleration_radius"), &GSAIArrive::get_deceleration_radius);
ClassDB::bind_method(D_METHOD("set_deceleration_radius", "value"), &GSAIArrive::set_deceleration_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "deceleration_radius"), "set_deceleration_radius", "get_deceleration_radius");
ClassDB::bind_method(D_METHOD("get_time_to_reach"), &GSAIArrive::get_time_to_reach);
ClassDB::bind_method(D_METHOD("set_time_to_reach", "value"), &GSAIArrive::set_time_to_reach);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_to_reach"), "set_time_to_reach", "get_time_to_reach");
ClassDB::bind_method(D_METHOD("arrive", "acceleration", "target_position"), &GSAIArrive::arrive);
ClassDB::bind_method(D_METHOD("_arrive", "acceleration", "target_position"), &GSAIArrive::_arrive);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIArrive::_calculate_steering);
}
}
GSAIArrive::GSAIArrive() {
*target;
arrival_tolerance = 0.0;
deceleration_radius = 0.0;
time_to_reach = 0.1;
}
GSAIArrive::~GSAIArrive() {
}
static void GSAIArrive::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAIArrive::get_*target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAIArrive::set_*target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAIAgentLocation"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("get_arrival_tolerance"), &GSAIArrive::get_arrival_tolerance);
ClassDB::bind_method(D_METHOD("set_arrival_tolerance", "value"), &GSAIArrive::set_arrival_tolerance);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "arrival_tolerance"), "set_arrival_tolerance", "get_arrival_tolerance");
ClassDB::bind_method(D_METHOD("get_deceleration_radius"), &GSAIArrive::get_deceleration_radius);
ClassDB::bind_method(D_METHOD("set_deceleration_radius", "value"), &GSAIArrive::set_deceleration_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "deceleration_radius"), "set_deceleration_radius", "get_deceleration_radius");
ClassDB::bind_method(D_METHOD("get_time_to_reach"), &GSAIArrive::get_time_to_reach);
ClassDB::bind_method(D_METHOD("set_time_to_reach", "value"), &GSAIArrive::set_time_to_reach);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_to_reach"), "set_time_to_reach", "get_time_to_reach");
ClassDB::bind_method(D_METHOD("arrive", "acceleration", "target_position"), &GSAIArrive::arrive);
ClassDB::bind_method(D_METHOD("_arrive", "acceleration", "target_position"), &GSAIArrive::_arrive);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIArrive::_calculate_steering);
}

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#ifndef GSAIARRIVE_H
#define GSAIARRIVE_H
class GSAIArrive : public GSAISteeringBehavior {
GDCLASS(GSAIArrive, GSAISteeringBehavior);
GDCLASS(GSAIArrive, GSAISteeringBehavior);
public:
public:
GSAIAgentLocation get_ *target();
void set_ *target(const GSAIAgentLocation &val);
GSAIAgentLocation get_*target();
void set_*target(const GSAIAgentLocation &val);
float get_arrival_tolerance() const;
void set_arrival_tolerance(const float val);
float get_arrival_tolerance() const;
void set_arrival_tolerance(const float val);
float get_deceleration_radius() const;
void set_deceleration_radius(const float val);
float get_deceleration_radius() const;
void set_deceleration_radius(const float val);
float get_time_to_reach() const;
void set_time_to_reach(const float val);
float get_time_to_reach() const;
void set_time_to_reach(const float val);
void arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
void arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
GSAIArrive();
~GSAIArrive();
GSAIArrive();
~GSAIArrive();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates acceleration to take an agent to its target's location. The
// calculation attempts to arrive with zero remaining velocity.
// @category - Individual behaviors
// Target agent to arrive to.
GSAIAgentLocation *target;
// Distance from the target for the agent to be considered successfully
// arrived.
float arrival_tolerance = 0.0;
// Distance from the target for the agent to begin slowing down.
float deceleration_radius = 0.0;
// Represents the time it takes to change acceleration.
float time_to_reach = 0.1;
// Calculates acceleration to take an agent to its target's location. The
// calculation attempts to arrive with zero remaining velocity.
// @category - Individual behaviors
// Target agent to arrive to.
GSAIAgentLocation *target;
// Distance from the target for the agent to be considered successfully
// arrived.
float arrival_tolerance = 0.0;
// Distance from the target for the agent to begin slowing down.
float deceleration_radius = 0.0;
// Represents the time it takes to change acceleration.
float time_to_reach = 0.1;
};
#endif

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#include "gsai_avoid_collisions.h"
GSAISteeringAgent GSAIAvoidCollisions::get_*_first_neighbor() {
return *_first_neighbor;
GSAISteeringAgent GSAIAvoidCollisions::get_ *_first_neighbor() {
return *_first_neighbor;
}
void GSAIAvoidCollisions::set_*_first_neighbor(const GSAISteeringAgent &val) {
*_first_neighbor = val;
void GSAIAvoidCollisions::set_ *_first_neighbor(const GSAISteeringAgent &val) {
*_first_neighbor = val;
}
float GSAIAvoidCollisions::get__shortest_time() const {
return _shortest_time;
return _shortest_time;
}
void GSAIAvoidCollisions::set__shortest_time(const float val) {
_shortest_time = val;
_shortest_time = val;
}
float GSAIAvoidCollisions::get__first_minimum_separation() const {
return _first_minimum_separation;
return _first_minimum_separation;
}
void GSAIAvoidCollisions::set__first_minimum_separation(const float val) {
_first_minimum_separation = val;
_first_minimum_separation = val;
}
float GSAIAvoidCollisions::get__first_distance() const {
return _first_distance;
return _first_distance;
}
void GSAIAvoidCollisions::set__first_distance(const float val) {
_first_distance = val;
_first_distance = val;
}
Vector3 GSAIAvoidCollisions::get__first_relative_position() {
return _first_relative_position;
return _first_relative_position;
}
void GSAIAvoidCollisions::set__first_relative_position(const Vector3 &val) {
_first_relative_position = val;
_first_relative_position = val;
}
Vector3 GSAIAvoidCollisions::get__first_relative_velocity() {
return _first_relative_velocity;
return _first_relative_velocity;
}
void GSAIAvoidCollisions::set__first_relative_velocity(const Vector3 &val) {
_first_relative_velocity = val;
_first_relative_velocity = val;
}
// Steers the agent to avoid obstacles in its path. Approximates obstacles as;
// spheres.;
// @category - Group behaviors;
GSAISteeringAgent *_first_neighbor;
float _shortest_time = 0.0;
float _first_minimum_separation = 0.0;
float _first_distance = 0.0;
Vector3 _first_relative_position = ;
Vector3 _first_relative_velocity = ;
void GSAIAvoidCollisions::_calculate_steering(const GSAITargetAcceleration &acceleration) {
_shortest_time = INF;
_first_neighbor = null;
_first_minimum_separation = 0;
_first_distance = 0;
int neighbor_count = proximity.find_neighbors(_callback);
// Steers the agent to avoid obstacles in its path. Approximates obstacles as;
// spheres.;
// @category - Group behaviors;
GSAISteeringAgent *_first_neighbor;
float _shortest_time = 0.0;
float _first_minimum_separation = 0.0;
float _first_distance = 0.0;
Vector3 _first_relative_position = ;
Vector3 _first_relative_velocity = ;
if (neighbor_count == 0 || not _first_neighbor) {
acceleration.set_zero();
}
void GSAIAvoidCollisions::_calculate_steering(const GSAITargetAcceleration &acceleration) {
_shortest_time = INF;
_first_neighbor = null;
_first_minimum_separation = 0;
_first_distance = 0;
int neighbor_count = proximity.find_neighbors(_callback);
else {
if ((_first_minimum_separation <= 0 || _first_distance < agent.bounding_radius + _first_neighbor.bounding_radius)) {
acceleration.linear = _first_neighbor.position - agent.position;
}
if (neighbor_count == 0 || not _first_neighbor) {
acceleration.set_zero();
else {
acceleration.linear = (_first_relative_position + (_first_relative_velocity * _shortest_time));
}
}
acceleration.linear = (acceleration.linear.normalized() * -agent.linear_acceleration_max);
acceleration.angular = 0;
}
// Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`;
// that was found but only keeps the one the owning agent will most likely collide with.;
// @tags - virtual;
else {
bool GSAIAvoidCollisions::_report_neighbor(const GSAISteeringAgent &neighbor) {
Vector3 relative_position = neighbor.position - agent.position;
Vector3 relative_velocity = neighbor.linear_velocity - agent.linear_velocity;
float relative_speed_squared = relative_velocity.length_squared();
if ((_first_minimum_separation <= 0 || _first_distance < agent.bounding_radius + _first_neighbor.bounding_radius)) {
acceleration.linear = _first_neighbor.position - agent.position;
if (relative_speed_squared == 0) {
return false;
}
else {
float time_to_collision = -relative_position.dot(relative_velocity) / relative_speed_squared;
if (time_to_collision <= 0 || time_to_collision >= _shortest_time) {
return false;
}
else {
Variant = relative_position.length();
float minimum_separation = (distance - sqrt(relative_speed_squared) * time_to_collision);
if (minimum_separation > agent.bounding_radius + neighbor.bounding_radius) {
return false;
}
else {
_shortest_time = time_to_collision;
_first_neighbor = neighbor;
_first_minimum_separation = minimum_separation;
_first_distance = distance;
_first_relative_position = relative_position;
_first_relative_velocity = relative_velocity;
return true;
}
}
}
}
}
else {
acceleration.linear = (_first_relative_position+ (_first_relative_velocity * _shortest_time));
GSAIAvoidCollisions::GSAIAvoidCollisions() {
*_first_neighbor;
_shortest_time = 0.0;
_first_minimum_separation = 0.0;
_first_distance = 0.0;
_first_relative_position = ;
_first_relative_velocity = ;
}
GSAIAvoidCollisions::~GSAIAvoidCollisions() {
}
acceleration.linear = (acceleration.linear.normalized() * -agent.linear_acceleration_max);
acceleration.angular = 0;
static void GSAIAvoidCollisions::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*_first_neighbor"), &GSAIAvoidCollisions::get_ * _first_neighbor);
ClassDB::bind_method(D_METHOD("set_*_first_neighbor", "value"), &GSAIAvoidCollisions::set_ * _first_neighbor);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_first_neighbor", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*_first_neighbor", "get_*_first_neighbor");
ClassDB::bind_method(D_METHOD("get__shortest_time"), &GSAIAvoidCollisions::get__shortest_time);
ClassDB::bind_method(D_METHOD("set__shortest_time", "value"), &GSAIAvoidCollisions::set__shortest_time);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "_shortest_time"), "set__shortest_time", "get__shortest_time");
ClassDB::bind_method(D_METHOD("get__first_minimum_separation"), &GSAIAvoidCollisions::get__first_minimum_separation);
ClassDB::bind_method(D_METHOD("set__first_minimum_separation", "value"), &GSAIAvoidCollisions::set__first_minimum_separation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "_first_minimum_separation"), "set__first_minimum_separation", "get__first_minimum_separation");
ClassDB::bind_method(D_METHOD("get__first_distance"), &GSAIAvoidCollisions::get__first_distance);
ClassDB::bind_method(D_METHOD("set__first_distance", "value"), &GSAIAvoidCollisions::set__first_distance);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "_first_distance"), "set__first_distance", "get__first_distance");
ClassDB::bind_method(D_METHOD("get__first_relative_position"), &GSAIAvoidCollisions::get__first_relative_position);
ClassDB::bind_method(D_METHOD("set__first_relative_position", "value"), &GSAIAvoidCollisions::set__first_relative_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_first_relative_position"), "set__first_relative_position", "get__first_relative_position");
ClassDB::bind_method(D_METHOD("get__first_relative_velocity"), &GSAIAvoidCollisions::get__first_relative_velocity);
ClassDB::bind_method(D_METHOD("set__first_relative_velocity", "value"), &GSAIAvoidCollisions::set__first_relative_velocity);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_first_relative_velocity"), "set__first_relative_velocity", "get__first_relative_velocity");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIAvoidCollisions::_calculate_steering);
ClassDB::bind_method(D_METHOD("_report_neighbor", "neighbor"), &GSAIAvoidCollisions::_report_neighbor);
}
// Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`;
// that was found but only keeps the one the owning agent will most likely collide with.;
// @tags - virtual;
bool GSAIAvoidCollisions::_report_neighbor(const GSAISteeringAgent &neighbor) {
Vector3 relative_position = neighbor.position - agent.position;
Vector3 relative_velocity = neighbor.linear_velocity - agent.linear_velocity;
float relative_speed_squared = relative_velocity.length_squared();
if (relative_speed_squared == 0) {
return false;
}
else {
float time_to_collision = -relative_position.dot(relative_velocity) / relative_speed_squared;
if (time_to_collision <= 0 || time_to_collision >= _shortest_time) {
return false;
}
else {
Variant = relative_position.length();
float minimum_separation = (distance - sqrt(relative_speed_squared) * time_to_collision);
if (minimum_separation > agent.bounding_radius + neighbor.bounding_radius) {
return false;
}
else {
_shortest_time = time_to_collision;
_first_neighbor = neighbor;
_first_minimum_separation = minimum_separation;
_first_distance = distance;
_first_relative_position = relative_position;
_first_relative_velocity = relative_velocity;
return true;
}
}
}
}
}
GSAIAvoidCollisions::GSAIAvoidCollisions() {
*_first_neighbor;
_shortest_time = 0.0;
_first_minimum_separation = 0.0;
_first_distance = 0.0;
_first_relative_position = ;
_first_relative_velocity = ;
}
GSAIAvoidCollisions::~GSAIAvoidCollisions() {
}
static void GSAIAvoidCollisions::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*_first_neighbor"), &GSAIAvoidCollisions::get_*_first_neighbor);
ClassDB::bind_method(D_METHOD("set_*_first_neighbor", "value"), &GSAIAvoidCollisions::set_*_first_neighbor);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_first_neighbor", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*_first_neighbor", "get_*_first_neighbor");
ClassDB::bind_method(D_METHOD("get__shortest_time"), &GSAIAvoidCollisions::get__shortest_time);
ClassDB::bind_method(D_METHOD("set__shortest_time", "value"), &GSAIAvoidCollisions::set__shortest_time);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "_shortest_time"), "set__shortest_time", "get__shortest_time");
ClassDB::bind_method(D_METHOD("get__first_minimum_separation"), &GSAIAvoidCollisions::get__first_minimum_separation);
ClassDB::bind_method(D_METHOD("set__first_minimum_separation", "value"), &GSAIAvoidCollisions::set__first_minimum_separation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "_first_minimum_separation"), "set__first_minimum_separation", "get__first_minimum_separation");
ClassDB::bind_method(D_METHOD("get__first_distance"), &GSAIAvoidCollisions::get__first_distance);
ClassDB::bind_method(D_METHOD("set__first_distance", "value"), &GSAIAvoidCollisions::set__first_distance);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "_first_distance"), "set__first_distance", "get__first_distance");
ClassDB::bind_method(D_METHOD("get__first_relative_position"), &GSAIAvoidCollisions::get__first_relative_position);
ClassDB::bind_method(D_METHOD("set__first_relative_position", "value"), &GSAIAvoidCollisions::set__first_relative_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_first_relative_position"), "set__first_relative_position", "get__first_relative_position");
ClassDB::bind_method(D_METHOD("get__first_relative_velocity"), &GSAIAvoidCollisions::get__first_relative_velocity);
ClassDB::bind_method(D_METHOD("set__first_relative_velocity", "value"), &GSAIAvoidCollisions::set__first_relative_velocity);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_first_relative_velocity"), "set__first_relative_velocity", "get__first_relative_velocity");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIAvoidCollisions::_calculate_steering);
ClassDB::bind_method(D_METHOD("_report_neighbor", "neighbor"), &GSAIAvoidCollisions::_report_neighbor);
}

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@ -1,52 +1,49 @@
#ifndef GSAIAVOIDCOLLISIONS_H
#define GSAIAVOIDCOLLISIONS_H
class GSAIAvoidCollisions : public GSAIGroupBehavior {
GDCLASS(GSAIAvoidCollisions, GSAIGroupBehavior);
GDCLASS(GSAIAvoidCollisions, GSAIGroupBehavior);
public:
public:
GSAISteeringAgent get_ *_first_neighbor();
void set_ *_first_neighbor(const GSAISteeringAgent &val);
GSAISteeringAgent get_*_first_neighbor();
void set_*_first_neighbor(const GSAISteeringAgent &val);
float get__shortest_time() const;
void set__shortest_time(const float val);
float get__shortest_time() const;
void set__shortest_time(const float val);
float get__first_minimum_separation() const;
void set__first_minimum_separation(const float val);
float get__first_minimum_separation() const;
void set__first_minimum_separation(const float val);
float get__first_distance() const;
void set__first_distance(const float val);
float get__first_distance() const;
void set__first_distance(const float val);
Vector3 get__first_relative_position();
void set__first_relative_position(const Vector3 &val);
Vector3 get__first_relative_position();
void set__first_relative_position(const Vector3 &val);
Vector3 get__first_relative_velocity();
void set__first_relative_velocity(const Vector3 &val);
Vector3 get__first_relative_velocity();
void set__first_relative_velocity(const Vector3 &val);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
bool _report_neighbor(const GSAISteeringAgent &neighbor);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
bool _report_neighbor(const GSAISteeringAgent &neighbor);
GSAIAvoidCollisions();
~GSAIAvoidCollisions();
GSAIAvoidCollisions();
~GSAIAvoidCollisions();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Steers the agent to avoid obstacles in its path. Approximates obstacles as
// spheres.
// @category - Group behaviors
GSAISteeringAgent *_first_neighbor;
float _shortest_time = 0.0;
float _first_minimum_separation = 0.0;
float _first_distance = 0.0;
Vector3 _first_relative_position = ;
Vector3 _first_relative_velocity = ;
// Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`
// that was found but only keeps the one the owning agent will most likely collide with.
// @tags - virtual
// Steers the agent to avoid obstacles in its path. Approximates obstacles as
// spheres.
// @category - Group behaviors
GSAISteeringAgent *_first_neighbor;
float _shortest_time = 0.0;
float _first_minimum_separation = 0.0;
float _first_distance = 0.0;
Vector3 _first_relative_position = ;
Vector3 _first_relative_velocity = ;
// Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`
// that was found but only keeps the one the owning agent will most likely collide with.
// @tags - virtual
};
#endif

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@ -1,126 +1,108 @@
#include "gsai_blend.h"
Array GSAIBlend::get__behaviors() {
return _behaviors;
return _behaviors;
}
void GSAIBlend::set__behaviors(const Array &val) {
_behaviors = val;
_behaviors = val;
}
GSAITargetAcceleration GSAIBlend::get_*_accel() {
return *_accel;
GSAITargetAcceleration GSAIBlend::get_ *_accel() {
return *_accel;
}
void GSAIBlend::set_*_accel(const GSAITargetAcceleration &val) {
*_accel = val;
void GSAIBlend::set_ *_accel(const GSAITargetAcceleration &val) {
*_accel = val;
}
// Blends multiple steering behaviors into one, and returns a weighted;
// acceleration from their calculations.;
//;
// Stores the behaviors internally as dictionaries of the form;
// {;
// behavior : GSAISteeringBehavior,;
// weight : float;
// };
// @category - Combination behaviors;
Array _behaviors = Array();
GSAITargetAcceleration *_accel = GSAITargetAcceleration.new();
// Appends a behavior to the internal array along with its `weight`.;
// Blends multiple steering behaviors into one, and returns a weighted;
// acceleration from their calculations.;
//;
// Stores the behaviors internally as dictionaries of the form;
// {;
// behavior : GSAISteeringBehavior,;
// weight : float;
// };
// @category - Combination behaviors;
Array _behaviors = Array();
GSAITargetAcceleration *_accel = GSAITargetAcceleration.new();
// Appends a behavior to the internal array along with its `weight`.;
void GSAIBlend::add_behavior(const GSAISteeringBehavior &behavior, const float weight) {
behavior.agent = agent;
Dictionary dict = Dictionary();
dict["behavior"] = behavior;
dict["weight"] = weight;
_behaviors.append(dict);
void GSAIBlend::add_behavior(const GSAISteeringBehavior &behavior, const float weight) {
behavior.agent = agent;
Dictionary dict = Dictionary();
dict["behavior"] = behavior;
dict["weight"] = weight;
_behaviors.append(dict);
}
// Returns the behavior at the specified `index`, or an empty `Dictionary` if;
// none was found.;
// Returns the behavior at the specified `index`, or an empty `Dictionary` if;
// none was found.;
Dictionary GSAIBlend::get_behavior(const int index) {
Dictionary GSAIBlend::get_behavior(const int index) {
if (_behaviors.size() > index) {
return _behaviors[index];
}
if (_behaviors.size() > index) {
return _behaviors[index];
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return Dictionary();
}
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return Dictionary();
void GSAIBlend::remove_behavior(const int index) {
if (_behaviors.size() > index) {
_behaviors.remove(index);
return;
}
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return;
}
void GSAIBlend::remove_behavior(const int index) {
if (_behaviors.size() > index) {
_behaviors.remove(index);
return;
int GSAIBlend::get_behaviour_count() {
return _behaviors.size();
}
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return;
GSAITargetAcceleration GSAIBlend::get_accel() {
return _accel;
}
void GSAIBlend::_calculate_steering(const GSAITargetAcceleration &blended_accel) {
blended_accel.set_zero();
int GSAIBlend::get_behaviour_count() {
return _behaviors.size();
for (int i = 0; i < _behaviors.size(); ++i) { //i in range(_behaviors.size())
Dictionary bw = _behaviors[i];
bw.behavior.calculate_steering(_accel);
blended_accel.add_scaled_accel(_accel, bw.weight);
}
blended_accel.linear = GSAIUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max);
blended_accel.angular = clamp(blended_accel.angular, -agent.angular_acceleration_max, agent.angular_acceleration_max);
}
}
GSAITargetAcceleration GSAIBlend::get_accel() {
return _accel;
GSAIBlend::GSAIBlend() {
_behaviors = Array();
*_accel = GSAITargetAcceleration.new();
}
void GSAIBlend::_calculate_steering(const GSAITargetAcceleration &blended_accel) {
blended_accel.set_zero();
for (int i = 0; i < _behaviors.size(); ++i) { //i in range(_behaviors.size())
Dictionary bw = _behaviors[i];
bw.behavior.calculate_steering(_accel);
blended_accel.add_scaled_accel(_accel, bw.weight);
GSAIBlend::~GSAIBlend() {
}
blended_accel.linear = GSAIUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max);
blended_accel.angular = clamp(blended_accel.angular, -agent.angular_acceleration_max, agent.angular_acceleration_max);
static void GSAIBlend::_bind_methods() {
ClassDB::bind_method(D_METHOD("get__behaviors"), &GSAIBlend::get__behaviors);
ClassDB::bind_method(D_METHOD("set__behaviors", "value"), &GSAIBlend::set__behaviors);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_behaviors"), "set__behaviors", "get__behaviors");
ClassDB::bind_method(D_METHOD("get_*_accel"), &GSAIBlend::get_ * _accel);
ClassDB::bind_method(D_METHOD("set_*_accel", "value"), &GSAIBlend::set_ * _accel);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_accel", PROPERTY_HINT_RESOURCE_TYPE, "GSAITargetAcceleration"), "set_*_accel", "get_*_accel");
ClassDB::bind_method(D_METHOD("add_behavior", "behavior", "weight"), &GSAIBlend::add_behavior);
ClassDB::bind_method(D_METHOD("get_behavior", "index"), &GSAIBlend::get_behavior);
ClassDB::bind_method(D_METHOD("remove_behavior", "index"), &GSAIBlend::remove_behavior);
ClassDB::bind_method(D_METHOD("get_behaviour_count"), &GSAIBlend::get_behaviour_count);
ClassDB::bind_method(D_METHOD("get_accel"), &GSAIBlend::get_accel);
ClassDB::bind_method(D_METHOD("_calculate_steering", "blended_accel"), &GSAIBlend::_calculate_steering);
}
}
GSAIBlend::GSAIBlend() {
_behaviors = Array();
*_accel = GSAITargetAcceleration.new();
}
GSAIBlend::~GSAIBlend() {
}
static void GSAIBlend::_bind_methods() {
ClassDB::bind_method(D_METHOD("get__behaviors"), &GSAIBlend::get__behaviors);
ClassDB::bind_method(D_METHOD("set__behaviors", "value"), &GSAIBlend::set__behaviors);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_behaviors"), "set__behaviors", "get__behaviors");
ClassDB::bind_method(D_METHOD("get_*_accel"), &GSAIBlend::get_*_accel);
ClassDB::bind_method(D_METHOD("set_*_accel", "value"), &GSAIBlend::set_*_accel);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_accel", PROPERTY_HINT_RESOURCE_TYPE, "GSAITargetAcceleration"), "set_*_accel", "get_*_accel");
ClassDB::bind_method(D_METHOD("add_behavior", "behavior", "weight"), &GSAIBlend::add_behavior);
ClassDB::bind_method(D_METHOD("get_behavior", "index"), &GSAIBlend::get_behavior);
ClassDB::bind_method(D_METHOD("remove_behavior", "index"), &GSAIBlend::remove_behavior);
ClassDB::bind_method(D_METHOD("get_behaviour_count"), &GSAIBlend::get_behaviour_count);
ClassDB::bind_method(D_METHOD("get_accel"), &GSAIBlend::get_accel);
ClassDB::bind_method(D_METHOD("_calculate_steering", "blended_accel"), &GSAIBlend::_calculate_steering);
}

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@ -1,46 +1,43 @@
#ifndef GSAIBLEND_H
#define GSAIBLEND_H
class GSAIBlend : public GSAISteeringBehavior {
GDCLASS(GSAIBlend, GSAISteeringBehavior);
GDCLASS(GSAIBlend, GSAISteeringBehavior);
public:
public:
Array get__behaviors();
void set__behaviors(const Array &val);
Array get__behaviors();
void set__behaviors(const Array &val);
GSAITargetAcceleration get_ *_accel();
void set_ *_accel(const GSAITargetAcceleration &val);
GSAITargetAcceleration get_*_accel();
void set_*_accel(const GSAITargetAcceleration &val);
void add_behavior(const GSAISteeringBehavior &behavior, const float weight);
Dictionary get_behavior(const int index);
void remove_behavior(const int index);
int get_behaviour_count();
GSAITargetAcceleration get_accel();
void _calculate_steering(const GSAITargetAcceleration &blended_accel);
void add_behavior(const GSAISteeringBehavior &behavior, const float weight);
Dictionary get_behavior(const int index);
void remove_behavior(const int index);
int get_behaviour_count();
GSAITargetAcceleration get_accel();
void _calculate_steering(const GSAITargetAcceleration &blended_accel);
GSAIBlend();
~GSAIBlend();
GSAIBlend();
~GSAIBlend();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Blends multiple steering behaviors into one, and returns a weighted
// acceleration from their calculations.
//
// Stores the behaviors internally as dictionaries of the form
// {
// behavior : GSAISteeringBehavior,
// weight : float
// }
// @category - Combination behaviors
Array _behaviors = Array();
GSAITargetAcceleration *_accel = GSAITargetAcceleration.new();
// Appends a behavior to the internal array along with its `weight`.
// Returns the behavior at the specified `index`, or an empty `Dictionary` if
// none was found.
// Blends multiple steering behaviors into one, and returns a weighted
// acceleration from their calculations.
//
// Stores the behaviors internally as dictionaries of the form
// {
// behavior : GSAISteeringBehavior,
// weight : float
// }
// @category - Combination behaviors
Array _behaviors = Array();
GSAITargetAcceleration *_accel = GSAITargetAcceleration.new();
// Appends a behavior to the internal array along with its `weight`.
// Returns the behavior at the specified `index`, or an empty `Dictionary` if
// none was found.
};
#endif

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#include "gsai_cohesion.h"
Vector3 GSAICohesion::get__center_of_mass() {
return _center_of_mass;
return _center_of_mass;
}
void GSAICohesion::set__center_of_mass(const Vector3 &val) {
_center_of_mass = val;
_center_of_mass = val;
}
// Calculates an acceleration that attempts to move the agent towards the center;
// of mass of the agents in the area defined by the `GSAIProximity`.;
// @category - Group behaviors;
Vector3 _center_of_mass = ;
void GSAICohesion::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.set_zero();
_center_of_mass = Vector3.ZERO;
Variant = proximity.find_neighbors(_callback);
// Calculates an acceleration that attempts to move the agent towards the center;
// of mass of the agents in the area defined by the `GSAIProximity`.;
// @category - Group behaviors;
Vector3 _center_of_mass = ;
if (neighbor_count > 0) {
_center_of_mass *= 1.0 / neighbor_count;
acceleration.linear = ((_center_of_mass - agent.position).normalized() * agent.linear_acceleration_max);
}
void GSAICohesion::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.set_zero();
_center_of_mass = Vector3.ZERO;
Variant = proximity.find_neighbors(_callback);
if (neighbor_count > 0) {
_center_of_mass *= 1.0 / neighbor_count;
acceleration.linear = ((_center_of_mass - agent.position).normalized() * agent.linear_acceleration_max);
// Callback for the proximity to call when finding neighbors. Adds `neighbor`'s position;
// to the center of mass of the group.;
// @tags - virtual;
}
// Callback for the proximity to call when finding neighbors. Adds `neighbor`'s position;
// to the center of mass of the group.;
// @tags - virtual;
bool GSAICohesion::_report_neighbor(const GSAISteeringAgent &neighbor) {
_center_of_mass += neighbor.position;
return true;
}
}
bool GSAICohesion::_report_neighbor(const GSAISteeringAgent &neighbor) {
_center_of_mass += neighbor.position;
return true;
GSAICohesion::GSAICohesion() {
_center_of_mass = ;
}
GSAICohesion::~GSAICohesion() {
}
GSAICohesion::GSAICohesion() {
_center_of_mass = ;
}
GSAICohesion::~GSAICohesion() {
}
static void GSAICohesion::_bind_methods() {
ClassDB::bind_method(D_METHOD("get__center_of_mass"), &GSAICohesion::get__center_of_mass);
ClassDB::bind_method(D_METHOD("set__center_of_mass", "value"), &GSAICohesion::set__center_of_mass);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_center_of_mass"), "set__center_of_mass", "get__center_of_mass");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAICohesion::_calculate_steering);
ClassDB::bind_method(D_METHOD("_report_neighbor", "neighbor"), &GSAICohesion::_report_neighbor);
}
static void GSAICohesion::_bind_methods() {
ClassDB::bind_method(D_METHOD("get__center_of_mass"), &GSAICohesion::get__center_of_mass);
ClassDB::bind_method(D_METHOD("set__center_of_mass", "value"), &GSAICohesion::set__center_of_mass);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_center_of_mass"), "set__center_of_mass", "get__center_of_mass");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAICohesion::_calculate_steering);
ClassDB::bind_method(D_METHOD("_report_neighbor", "neighbor"), &GSAICohesion::_report_neighbor);
}

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#ifndef GSAICOHESION_H
#define GSAICOHESION_H
class GSAICohesion : public GSAIGroupBehavior {
GDCLASS(GSAICohesion, GSAIGroupBehavior);
GDCLASS(GSAICohesion, GSAIGroupBehavior);
public:
public:
Vector3 get__center_of_mass();
void set__center_of_mass(const Vector3 &val);
Vector3 get__center_of_mass();
void set__center_of_mass(const Vector3 &val);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
bool _report_neighbor(const GSAISteeringAgent &neighbor);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
bool _report_neighbor(const GSAISteeringAgent &neighbor);
GSAICohesion();
~GSAICohesion();
GSAICohesion();
~GSAICohesion();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates an acceleration that attempts to move the agent towards the center
// of mass of the agents in the area defined by the `GSAIProximity`.
// @category - Group behaviors
Vector3 _center_of_mass = ;
// Calculates an acceleration that attempts to move the agent towards the center
// of mass of the agents in the area defined by the `GSAIProximity`.
// @category - Group behaviors
Vector3 _center_of_mass = ;
};
#endif

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#include "gsai_evade.h"
// Calculates acceleration to take an agent away from where a target agent is;
// moving.;
// @category - Individual behaviors;
// Calculates acceleration to take an agent away from where a target agent is;
// moving.;
// @category - Individual behaviors;
float GSAIEvade::_get_modified_acceleration() {
return -agent.linear_acceleration_max;
float GSAIEvade::_get_modified_acceleration() {
return -agent.linear_acceleration_max;
}
}
GSAIEvade::GSAIEvade() {
}
GSAIEvade::GSAIEvade() {
}
GSAIEvade::~GSAIEvade() {
}
static void GSAIEvade::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_modified_acceleration"), &GSAIEvade::_get_modified_acceleration);
}
GSAIEvade::~GSAIEvade() {
}
static void GSAIEvade::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_modified_acceleration"), &GSAIEvade::_get_modified_acceleration);
}

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@ -1,24 +1,21 @@
#ifndef GSAIEVADE_H
#define GSAIEVADE_H
class GSAIEvade : public GSAIPursue {
GDCLASS(GSAIEvade, GSAIPursue);
GDCLASS(GSAIEvade, GSAIPursue);
public:
public:
float _get_modified_acceleration();
float _get_modified_acceleration();
GSAIEvade();
~GSAIEvade();
GSAIEvade();
~GSAIEvade();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates acceleration to take an agent away from where a target agent is
// moving.
// @category - Individual behaviors
// Calculates acceleration to take an agent away from where a target agent is
// moving.
// @category - Individual behaviors
};
#endif

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#include "gsai_face.h"
// Calculates angular acceleration to rotate a target to face its target's;
// position. The behavior attemps to arrive with zero remaining angular velocity.;
// @category - Individual behaviors;
// Calculates angular acceleration to rotate a target to face its target's;
// position. The behavior attemps to arrive with zero remaining angular velocity.;
// @category - Individual behaviors;
void GSAIFace::face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
call("_face", acceleration, target_position);
void GSAIFace::face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
call("_face", acceleration, target_position);
}
void GSAIFace::_face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
Vector3 to_target = target_position - agent.position;
float distance_squared = to_target.length_squared();
void GSAIFace::_face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
Vector3 to_target = target_position - agent.position;
float distance_squared = to_target.length_squared();
if (distance_squared < agent.zero_linear_speed_threshold) {
acceleration.set_zero();
}
if (distance_squared < agent.zero_linear_speed_threshold) {
acceleration.set_zero();
else {
float orientation = ;
if (use_z) {
orientation = GSAIUtils.vector3_to_angle(to_target);
}
else {
orientation = GSAIUtils.vector2_to_angle(GSAIUtils.to_vector2(to_target));
}
match_orientation(acceleration, orientation);
}
}
else {
float orientation = ;
if (use_z) {
orientation = GSAIUtils.vector3_to_angle(to_target);
void GSAIFace::_calculate_steering(const GSAITargetAcceleration &acceleration) {
face(acceleration, target.position);
}
}
else {
orientation = GSAIUtils.vector2_to_angle(GSAIUtils.to_vector2(to_target));
GSAIFace::GSAIFace() {
}
match_orientation(acceleration, orientation);
GSAIFace::~GSAIFace() {
}
static void GSAIFace::_bind_methods() {
ClassDB::bind_method(D_METHOD("face", "acceleration", "target_position"), &GSAIFace::face);
ClassDB::bind_method(D_METHOD("_face", "acceleration", "target_position"), &GSAIFace::_face);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIFace::_calculate_steering);
}
void GSAIFace::_calculate_steering(const GSAITargetAcceleration &acceleration) {
face(acceleration, target.position);
}
}
GSAIFace::GSAIFace() {
}
GSAIFace::~GSAIFace() {
}
static void GSAIFace::_bind_methods() {
ClassDB::bind_method(D_METHOD("face", "acceleration", "target_position"), &GSAIFace::face);
ClassDB::bind_method(D_METHOD("_face", "acceleration", "target_position"), &GSAIFace::_face);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIFace::_calculate_steering);
}

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@ -1,26 +1,23 @@
#ifndef GSAIFACE_H
#define GSAIFACE_H
class GSAIFace : public GSAIMatchOrientation {
GDCLASS(GSAIFace, GSAIMatchOrientation);
GDCLASS(GSAIFace, GSAIMatchOrientation);
public:
public:
void face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
void face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _face(const GSAITargetAcceleration &acceleration, const Vector3 &target_position);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
GSAIFace();
~GSAIFace();
GSAIFace();
~GSAIFace();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates angular acceleration to rotate a target to face its target's
// position. The behavior attemps to arrive with zero remaining angular velocity.
// @category - Individual behaviors
// Calculates angular acceleration to rotate a target to face its target's
// position. The behavior attemps to arrive with zero remaining angular velocity.
// @category - Individual behaviors
};
#endif

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@ -1,29 +1,21 @@
#include "gsai_flee.h"
// Calculates acceleration to take an agent directly away from a target agent.;
// @category - Individual behaviors;
// Calculates acceleration to take an agent directly away from a target agent.;
// @category - Individual behaviors;
void GSAIFlee::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.linear = ((agent.position - target.position).normalized() * agent.linear_acceleration_max);
acceleration.angular = 0;
void GSAIFlee::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.linear = ((agent.position - target.position).normalized() * agent.linear_acceleration_max);
acceleration.angular = 0;
}
}
GSAIFlee::GSAIFlee() {
}
GSAIFlee::GSAIFlee() {
}
GSAIFlee::~GSAIFlee() {
}
static void GSAIFlee::_bind_methods() {
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIFlee::_calculate_steering);
}
GSAIFlee::~GSAIFlee() {
}
static void GSAIFlee::_bind_methods() {
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIFlee::_calculate_steering);
}

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@ -1,23 +1,20 @@
#ifndef GSAIFLEE_H
#define GSAIFLEE_H
class GSAIFlee : public GSAISeek {
GDCLASS(GSAIFlee, GSAISeek);
GDCLASS(GSAIFlee, GSAISeek);
public:
public:
void _calculate_steering(const GSAITargetAcceleration &acceleration);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
GSAIFlee();
~GSAIFlee();
GSAIFlee();
~GSAIFlee();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates acceleration to take an agent directly away from a target agent.
// @category - Individual behaviors
// Calculates acceleration to take an agent directly away from a target agent.
// @category - Individual behaviors
};
#endif

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@ -1,146 +1,121 @@
#include "gsai_follow_path.h"
GSAIPath GSAIFollowPath::get_*path() {
return *path;
GSAIPath GSAIFollowPath::get_ *path() {
return *path;
}
void GSAIFollowPath::set_*path(const GSAIPath &val) {
*path = val;
void GSAIFollowPath::set_ *path(const GSAIPath &val) {
*path = val;
}
float GSAIFollowPath::get_path_offset() const {
return path_offset;
return path_offset;
}
void GSAIFollowPath::set_path_offset(const float val) {
path_offset = val;
path_offset = val;
}
bool GSAIFollowPath::get_is_arrive_enabled() const {
return is_arrive_enabled;
return is_arrive_enabled;
}
void GSAIFollowPath::set_is_arrive_enabled(const bool val) {
is_arrive_enabled = val;
is_arrive_enabled = val;
}
float GSAIFollowPath::get_prediction_time() const {
return prediction_time;
return prediction_time;
}
void GSAIFollowPath::set_prediction_time(const float val) {
prediction_time = 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 = ;
// 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;
if (prediction_time == 0) {
location = agent.position;
}
void GSAIFollowPath::_calculate_steering(const GSAITargetAcceleration &acceleration) {
Vector3 location = ;
else {
location = agent.position + (agent.linear_velocity * prediction_time);
}
if (prediction_time == 0) {
location = agent.position;
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;
}
}
else {
location = agent.position + (agent.linear_velocity * prediction_time);
GSAIFollowPath::GSAIFollowPath() {
*path;
path_offset = 0.0;
is_arrive_enabled = true;
prediction_time = 0.0;
}
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;
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);
}
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);
}

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#ifndef GSAIFOLLOWPATH_H
#define GSAIFOLLOWPATH_H
class GSAIFollowPath : public GSAIArrive {
GDCLASS(GSAIFollowPath, GSAIArrive);
GDCLASS(GSAIFollowPath, GSAIArrive);
public:
public:
GSAIPath get_ *path();
void set_ *path(const GSAIPath &val);
GSAIPath get_*path();
void set_*path(const GSAIPath &val);
float get_path_offset() const;
void set_path_offset(const float val);
float get_path_offset() const;
void set_path_offset(const float val);
bool get_is_arrive_enabled() const;
void set_is_arrive_enabled(const bool val);
bool get_is_arrive_enabled() const;
void set_is_arrive_enabled(const bool val);
float get_prediction_time() const;
void set_prediction_time(const float val);
float get_prediction_time() const;
void set_prediction_time(const float val);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
GSAIFollowPath();
~GSAIFollowPath();
GSAIFollowPath();
~GSAIFollowPath();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// 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;
// 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;
};
#endif

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#include "gsai_look_where_you_go.h"
// Calculates an angular acceleration to match an agent's orientation to its;
// direction of travel.;
// @category - Individual behaviors;
void GSAILookWhereYouGo::_calculate_steering(const GSAITargetAcceleration &accel) {
if (agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold) {
accel.set_zero();
}
// Calculates an angular acceleration to match an agent's orientation to its;
// direction of travel.;
// @category - Individual behaviors;
else {
float orientation = ;
void GSAILookWhereYouGo::_calculate_steering(const GSAITargetAcceleration &accel) {
if (use_z) {
orientation = GSAIUtils.vector3_to_angle(agent.linear_velocity);
}
if (agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold) {
accel.set_zero();
else {
orientation = GSAIUtils.vector2_to_angle(GSAIUtils.to_vector2(agent.linear_velocity));
}
match_orientation(accel, orientation);
}
}
}
else {
float orientation = ;
if (use_z) {
orientation = GSAIUtils.vector3_to_angle(agent.linear_velocity);
GSAILookWhereYouGo::GSAILookWhereYouGo() {
}
else {
orientation = GSAIUtils.vector2_to_angle(GSAIUtils.to_vector2(agent.linear_velocity));
GSAILookWhereYouGo::~GSAILookWhereYouGo() {
}
match_orientation(accel, orientation);
static void GSAILookWhereYouGo::_bind_methods() {
ClassDB::bind_method(D_METHOD("_calculate_steering", "accel"), &GSAILookWhereYouGo::_calculate_steering);
}
}
}
GSAILookWhereYouGo::GSAILookWhereYouGo() {
}
GSAILookWhereYouGo::~GSAILookWhereYouGo() {
}
static void GSAILookWhereYouGo::_bind_methods() {
ClassDB::bind_method(D_METHOD("_calculate_steering", "accel"), &GSAILookWhereYouGo::_calculate_steering);
}

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@ -1,24 +1,21 @@
#ifndef GSAILOOKWHEREYOUGO_H
#define GSAILOOKWHEREYOUGO_H
class GSAILookWhereYouGo : public GSAIMatchOrientation {
GDCLASS(GSAILookWhereYouGo, GSAIMatchOrientation);
GDCLASS(GSAILookWhereYouGo, GSAIMatchOrientation);
public:
public:
void _calculate_steering(const GSAITargetAcceleration &accel);
void _calculate_steering(const GSAITargetAcceleration &accel);
GSAILookWhereYouGo();
~GSAILookWhereYouGo();
GSAILookWhereYouGo();
~GSAILookWhereYouGo();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates an angular acceleration to match an agent's orientation to its
// direction of travel.
// @category - Individual behaviors
// Calculates an angular acceleration to match an agent's orientation to its
// direction of travel.
// @category - Individual behaviors
};
#endif

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#include "gsai_match_orientation.h"
GSAIAgentLocation GSAIMatchOrientation::get_*target() {
return *target;
GSAIAgentLocation GSAIMatchOrientation::get_ *target() {
return *target;
}
void GSAIMatchOrientation::set_*target(const GSAIAgentLocation &val) {
*target = val;
void GSAIMatchOrientation::set_ *target(const GSAIAgentLocation &val) {
*target = val;
}
float GSAIMatchOrientation::get_alignment_tolerance() const {
return alignment_tolerance;
return alignment_tolerance;
}
void GSAIMatchOrientation::set_alignment_tolerance(const float val) {
alignment_tolerance = val;
alignment_tolerance = val;
}
float GSAIMatchOrientation::get_deceleration_radius() const {
return deceleration_radius;
return deceleration_radius;
}
void GSAIMatchOrientation::set_deceleration_radius(const float val) {
deceleration_radius = val;
deceleration_radius = val;
}
float GSAIMatchOrientation::get_time_to_reach() const {
return time_to_reach;
return time_to_reach;
}
void GSAIMatchOrientation::set_time_to_reach(const float val) {
time_to_reach = val;
time_to_reach = val;
}
bool GSAIMatchOrientation::get_use_z() const {
return use_z;
return use_z;
}
void GSAIMatchOrientation::set_use_z(const bool val) {
use_z = val;
use_z = val;
}
// Calculates an angular acceleration to match an agent's orientation to that of;
// its target. Attempts to make the agent arrive with zero remaining angular;
// velocity.;
// @category - Individual behaviors;
// The target orientation for the behavior to try and match rotations to.;
GSAIAgentLocation *target;
// The amount of distance in radians for the behavior to consider itself close;
// enough to be matching the target agent's rotation.;
float alignment_tolerance = 0.0;
// The amount of distance in radians from the goal to start slowing down.;
float deceleration_radius = 0.0;
// The amount of time to reach the target velocity;
float time_to_reach = 0.1;
// Whether to use the X and Z components instead of X and Y components when;
// determining angles. X and Z should be used in 3D.;
bool use_z = false;
// Calculates an angular acceleration to match an agent's orientation to that of;
// its target. Attempts to make the agent arrive with zero remaining angular;
// velocity.;
// @category - Individual behaviors;
// The target orientation for the behavior to try and match rotations to.;
GSAIAgentLocation *target;
// The amount of distance in radians for the behavior to consider itself close;
// enough to be matching the target agent's rotation.;
float alignment_tolerance = 0.0;
// The amount of distance in radians from the goal to start slowing down.;
float deceleration_radius = 0.0;
// The amount of time to reach the target velocity;
float time_to_reach = 0.1;
// Whether to use the X and Z components instead of X and Y components when;
// determining angles. X and Z should be used in 3D.;
bool use_z = false;
void GSAIMatchOrientation::match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation) {
call("_match_orientation", acceleration, desired_orientation);
void GSAIMatchOrientation::match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation) {
call("_match_orientation", acceleration, desired_orientation);
}
void GSAIMatchOrientation::_match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation) {
float rotation = wrapf(desired_orientation - agent.orientation, -PI, PI);
float rotation_size = abs(rotation);
void GSAIMatchOrientation::_match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation) {
float rotation = wrapf(desired_orientation - agent.orientation, -PI, PI);
float rotation_size = abs(rotation);
if (rotation_size <= alignment_tolerance) {
acceleration.set_zero();
}
if (rotation_size <= alignment_tolerance) {
acceleration.set_zero();
else {
float desired_rotation = agent.angular_speed_max;
if (rotation_size <= deceleration_radius) {
desired_rotation *= rotation_size / deceleration_radius;
}
desired_rotation *= rotation / rotation_size;
acceleration.angular = ((desired_rotation - agent.angular_velocity) / time_to_reach);
float limited_acceleration = abs(acceleration.angular);
if (limited_acceleration > agent.angular_acceleration_max) {
acceleration.angular *= (agent.angular_acceleration_max / limited_acceleration);
}
}
acceleration.linear = Vector3.ZERO;
}
else {
float desired_rotation = agent.angular_speed_max;
if (rotation_size <= deceleration_radius) {
desired_rotation *= rotation_size / deceleration_radius;
void GSAIMatchOrientation::_calculate_steering(const GSAITargetAcceleration &acceleration) {
match_orientation(acceleration, target.orientation);
}
}
desired_rotation *= rotation / rotation_size;
acceleration.angular = ((desired_rotation - agent.angular_velocity) / time_to_reach);
float limited_acceleration = abs(acceleration.angular);
if (limited_acceleration > agent.angular_acceleration_max) {
acceleration.angular *= (agent.angular_acceleration_max / limited_acceleration);
GSAIMatchOrientation::GSAIMatchOrientation() {
*target;
alignment_tolerance = 0.0;
deceleration_radius = 0.0;
time_to_reach = 0.1;
use_z = false;
}
GSAIMatchOrientation::~GSAIMatchOrientation() {
}
acceleration.linear = Vector3.ZERO;
static void GSAIMatchOrientation::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAIMatchOrientation::get_ * target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAIMatchOrientation::set_ * target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAIAgentLocation"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("get_alignment_tolerance"), &GSAIMatchOrientation::get_alignment_tolerance);
ClassDB::bind_method(D_METHOD("set_alignment_tolerance", "value"), &GSAIMatchOrientation::set_alignment_tolerance);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "alignment_tolerance"), "set_alignment_tolerance", "get_alignment_tolerance");
ClassDB::bind_method(D_METHOD("get_deceleration_radius"), &GSAIMatchOrientation::get_deceleration_radius);
ClassDB::bind_method(D_METHOD("set_deceleration_radius", "value"), &GSAIMatchOrientation::set_deceleration_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "deceleration_radius"), "set_deceleration_radius", "get_deceleration_radius");
ClassDB::bind_method(D_METHOD("get_time_to_reach"), &GSAIMatchOrientation::get_time_to_reach);
ClassDB::bind_method(D_METHOD("set_time_to_reach", "value"), &GSAIMatchOrientation::set_time_to_reach);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_to_reach"), "set_time_to_reach", "get_time_to_reach");
ClassDB::bind_method(D_METHOD("get_use_z"), &GSAIMatchOrientation::get_use_z);
ClassDB::bind_method(D_METHOD("set_use_z", "value"), &GSAIMatchOrientation::set_use_z);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_z"), "set_use_z", "get_use_z");
ClassDB::bind_method(D_METHOD("match_orientation", "acceleration", "desired_orientation"), &GSAIMatchOrientation::match_orientation);
ClassDB::bind_method(D_METHOD("_match_orientation", "acceleration", "desired_orientation"), &GSAIMatchOrientation::_match_orientation);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIMatchOrientation::_calculate_steering);
}
void GSAIMatchOrientation::_calculate_steering(const GSAITargetAcceleration &acceleration) {
match_orientation(acceleration, target.orientation);
}
}
GSAIMatchOrientation::GSAIMatchOrientation() {
*target;
alignment_tolerance = 0.0;
deceleration_radius = 0.0;
time_to_reach = 0.1;
use_z = false;
}
GSAIMatchOrientation::~GSAIMatchOrientation() {
}
static void GSAIMatchOrientation::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAIMatchOrientation::get_*target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAIMatchOrientation::set_*target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAIAgentLocation"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("get_alignment_tolerance"), &GSAIMatchOrientation::get_alignment_tolerance);
ClassDB::bind_method(D_METHOD("set_alignment_tolerance", "value"), &GSAIMatchOrientation::set_alignment_tolerance);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "alignment_tolerance"), "set_alignment_tolerance", "get_alignment_tolerance");
ClassDB::bind_method(D_METHOD("get_deceleration_radius"), &GSAIMatchOrientation::get_deceleration_radius);
ClassDB::bind_method(D_METHOD("set_deceleration_radius", "value"), &GSAIMatchOrientation::set_deceleration_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "deceleration_radius"), "set_deceleration_radius", "get_deceleration_radius");
ClassDB::bind_method(D_METHOD("get_time_to_reach"), &GSAIMatchOrientation::get_time_to_reach);
ClassDB::bind_method(D_METHOD("set_time_to_reach", "value"), &GSAIMatchOrientation::set_time_to_reach);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_to_reach"), "set_time_to_reach", "get_time_to_reach");
ClassDB::bind_method(D_METHOD("get_use_z"), &GSAIMatchOrientation::get_use_z);
ClassDB::bind_method(D_METHOD("set_use_z", "value"), &GSAIMatchOrientation::set_use_z);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_z"), "set_use_z", "get_use_z");
ClassDB::bind_method(D_METHOD("match_orientation", "acceleration", "desired_orientation"), &GSAIMatchOrientation::match_orientation);
ClassDB::bind_method(D_METHOD("_match_orientation", "acceleration", "desired_orientation"), &GSAIMatchOrientation::_match_orientation);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIMatchOrientation::_calculate_steering);
}

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@ -1,54 +1,51 @@
#ifndef GSAIMATCHORIENTATION_H
#define GSAIMATCHORIENTATION_H
class GSAIMatchOrientation : public GSAISteeringBehavior {
GDCLASS(GSAIMatchOrientation, GSAISteeringBehavior);
GDCLASS(GSAIMatchOrientation, GSAISteeringBehavior);
public:
public:
GSAIAgentLocation get_ *target();
void set_ *target(const GSAIAgentLocation &val);
GSAIAgentLocation get_*target();
void set_*target(const GSAIAgentLocation &val);
float get_alignment_tolerance() const;
void set_alignment_tolerance(const float val);
float get_alignment_tolerance() const;
void set_alignment_tolerance(const float val);
float get_deceleration_radius() const;
void set_deceleration_radius(const float val);
float get_deceleration_radius() const;
void set_deceleration_radius(const float val);
float get_time_to_reach() const;
void set_time_to_reach(const float val);
float get_time_to_reach() const;
void set_time_to_reach(const float val);
bool get_use_z() const;
void set_use_z(const bool val);
bool get_use_z() const;
void set_use_z(const bool val);
void match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation);
void _match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
void match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation);
void _match_orientation(const GSAITargetAcceleration &acceleration, const float desired_orientation);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
GSAIMatchOrientation();
~GSAIMatchOrientation();
GSAIMatchOrientation();
~GSAIMatchOrientation();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates an angular acceleration to match an agent's orientation to that of
// its target. Attempts to make the agent arrive with zero remaining angular
// velocity.
// @category - Individual behaviors
// The target orientation for the behavior to try and match rotations to.
GSAIAgentLocation *target;
// The amount of distance in radians for the behavior to consider itself close
// enough to be matching the target agent's rotation.
float alignment_tolerance = 0.0;
// The amount of distance in radians from the goal to start slowing down.
float deceleration_radius = 0.0;
// The amount of time to reach the target velocity
float time_to_reach = 0.1;
// Whether to use the X and Z components instead of X and Y components when
// determining angles. X and Z should be used in 3D.
bool use_z = false;
// Calculates an angular acceleration to match an agent's orientation to that of
// its target. Attempts to make the agent arrive with zero remaining angular
// velocity.
// @category - Individual behaviors
// The target orientation for the behavior to try and match rotations to.
GSAIAgentLocation *target;
// The amount of distance in radians for the behavior to consider itself close
// enough to be matching the target agent's rotation.
float alignment_tolerance = 0.0;
// The amount of distance in radians from the goal to start slowing down.
float deceleration_radius = 0.0;
// The amount of time to reach the target velocity
float time_to_reach = 0.1;
// Whether to use the X and Z components instead of X and Y components when
// determining angles. X and Z should be used in 3D.
bool use_z = false;
};
#endif

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@ -1,143 +1,120 @@
#include "gsai_priority.h"
float GSAIPriority::get_zero_threshold() const {
return zero_threshold;
return zero_threshold;
}
void GSAIPriority::set_zero_threshold(const float val) {
zero_threshold = val;
zero_threshold = val;
}
int GSAIPriority::get__last_selected_index() const {
return _last_selected_index;
return _last_selected_index;
}
void GSAIPriority::set__last_selected_index(const int val) {
_last_selected_index = val;
_last_selected_index = val;
}
Array GSAIPriority::get__behaviors() {
return _behaviors;
return _behaviors;
}
void GSAIPriority::set__behaviors(const Array &val) {
_behaviors = val;
_behaviors = val;
}
// Container for multiple behaviors that returns the result of the first child;
// behavior with non-zero acceleration.;
// @category - Combination behaviors;
// If a behavior's acceleration is lower than this threshold, the container;
// considers it has an acceleration of zero.;
float zero_threshold = 0.0;
// The index of the last behavior the container prioritized.;
int _last_selected_index = 0;
Array _behaviors = Array();
// Appends a steering behavior as a child of this container.;
// Container for multiple behaviors that returns the result of the first child;
// behavior with non-zero acceleration.;
// @category - Combination behaviors;
// If a behavior's acceleration is lower than this threshold, the container;
// considers it has an acceleration of zero.;
float zero_threshold = 0.0;
// The index of the last behavior the container prioritized.;
int _last_selected_index = 0;
Array _behaviors = Array();
// Appends a steering behavior as a child of this container.;
void GSAIPriority::add_behavior(const GSAISteeringBehavior &behavior) {
_behaviors.append(behavior);
void GSAIPriority::add_behavior(const GSAISteeringBehavior &behavior) {
_behaviors.append(behavior);
}
// Returns the behavior at the position in the pool referred to by `index`, or;
// `null` if no behavior was found.;
// Returns the behavior at the position in the pool referred to by `index`, or;
// `null` if no behavior was found.;
GSAISteeringBehavior GSAIPriority::get_behavior(const int index) {
GSAISteeringBehavior GSAIPriority::get_behavior(const int index) {
if (_behaviors.size() > index) {
return _behaviors[index];
}
if (_behaviors.size() > index) {
return _behaviors[index];
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return null;
}
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return null;
void GSAIPriority::remove_behavior(const int index) {
if (_behaviors.size() > index) {
_behaviors.remove(index);
return;
}
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return;
}
void GSAIPriority::remove_behavior(const int index) {
if (_behaviors.size() > index) {
_behaviors.remove(index);
return;
int GSAIPriority::get_behaviour_count() {
return _behaviors.size();
}
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()));
return;
void GSAIPriority::_calculate_steering(const GSAITargetAcceleration &accel) {
float threshold_squared = zero_threshold * zero_threshold;
_last_selected_index = -1;
int size = _behaviors.size();
if (size > 0) {
for (int i = 0; i < size; ++i) { //i in range(size)
_last_selected_index = i;
GSAISteeringBehavior *behavior = _behaviors[i];
behavior.calculate_steering(accel);
if (accel.get_magnitude_squared() > threshold_squared) {
break;
}
}
}
else {
accel.set_zero();
}
}
}
int GSAIPriority::get_behaviour_count() {
return _behaviors.size();
GSAIPriority::GSAIPriority() {
zero_threshold = 0.0;
_last_selected_index = 0;
_behaviors = Array();
}
void GSAIPriority::_calculate_steering(const GSAITargetAcceleration &accel) {
float threshold_squared = zero_threshold * zero_threshold;
_last_selected_index = -1;
int size = _behaviors.size();
if (size > 0) {
for (int i = 0; i < size; ++i) { //i in range(size)
_last_selected_index = i;
GSAISteeringBehavior *behavior = _behaviors[i];
behavior.calculate_steering(accel);
if (accel.get_magnitude_squared() > threshold_squared) {
break;
GSAIPriority::~GSAIPriority() {
}
static void GSAIPriority::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_zero_threshold"), &GSAIPriority::get_zero_threshold);
ClassDB::bind_method(D_METHOD("set_zero_threshold", "value"), &GSAIPriority::set_zero_threshold);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "zero_threshold"), "set_zero_threshold", "get_zero_threshold");
ClassDB::bind_method(D_METHOD("get__last_selected_index"), &GSAIPriority::get__last_selected_index);
ClassDB::bind_method(D_METHOD("set__last_selected_index", "value"), &GSAIPriority::set__last_selected_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "_last_selected_index"), "set__last_selected_index", "get__last_selected_index");
ClassDB::bind_method(D_METHOD("get__behaviors"), &GSAIPriority::get__behaviors);
ClassDB::bind_method(D_METHOD("set__behaviors", "value"), &GSAIPriority::set__behaviors);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_behaviors"), "set__behaviors", "get__behaviors");
ClassDB::bind_method(D_METHOD("add_behavior", "behavior"), &GSAIPriority::add_behavior);
ClassDB::bind_method(D_METHOD("get_behavior", "index"), &GSAIPriority::get_behavior);
ClassDB::bind_method(D_METHOD("remove_behavior", "index"), &GSAIPriority::remove_behavior);
ClassDB::bind_method(D_METHOD("get_behaviour_count"), &GSAIPriority::get_behaviour_count);
ClassDB::bind_method(D_METHOD("_calculate_steering", "accel"), &GSAIPriority::_calculate_steering);
}
}
else {
accel.set_zero();
}
}
}
GSAIPriority::GSAIPriority() {
zero_threshold = 0.0;
_last_selected_index = 0;
_behaviors = Array();
}
GSAIPriority::~GSAIPriority() {
}
static void GSAIPriority::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_zero_threshold"), &GSAIPriority::get_zero_threshold);
ClassDB::bind_method(D_METHOD("set_zero_threshold", "value"), &GSAIPriority::set_zero_threshold);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "zero_threshold"), "set_zero_threshold", "get_zero_threshold");
ClassDB::bind_method(D_METHOD("get__last_selected_index"), &GSAIPriority::get__last_selected_index);
ClassDB::bind_method(D_METHOD("set__last_selected_index", "value"), &GSAIPriority::set__last_selected_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "_last_selected_index"), "set__last_selected_index", "get__last_selected_index");
ClassDB::bind_method(D_METHOD("get__behaviors"), &GSAIPriority::get__behaviors);
ClassDB::bind_method(D_METHOD("set__behaviors", "value"), &GSAIPriority::set__behaviors);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_behaviors"), "set__behaviors", "get__behaviors");
ClassDB::bind_method(D_METHOD("add_behavior", "behavior"), &GSAIPriority::add_behavior);
ClassDB::bind_method(D_METHOD("get_behavior", "index"), &GSAIPriority::get_behavior);
ClassDB::bind_method(D_METHOD("remove_behavior", "index"), &GSAIPriority::remove_behavior);
ClassDB::bind_method(D_METHOD("get_behaviour_count"), &GSAIPriority::get_behaviour_count);
ClassDB::bind_method(D_METHOD("_calculate_steering", "accel"), &GSAIPriority::_calculate_steering);
}

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#ifndef GSAIPRIORITY_H
#define GSAIPRIORITY_H
class GSAIPriority : public GSAISteeringBehavior {
GDCLASS(GSAIPriority, GSAISteeringBehavior);
GDCLASS(GSAIPriority, GSAISteeringBehavior);
public:
public:
float get_zero_threshold() const;
void set_zero_threshold(const float val);
float get_zero_threshold() const;
void set_zero_threshold(const float val);
int get__last_selected_index() const;
void set__last_selected_index(const int val);
int get__last_selected_index() const;
void set__last_selected_index(const int val);
Array get__behaviors();
void set__behaviors(const Array &val);
Array get__behaviors();
void set__behaviors(const Array &val);
void add_behavior(const GSAISteeringBehavior &behavior);
GSAISteeringBehavior get_behavior(const int index);
void remove_behavior(const int index);
int get_behaviour_count();
void _calculate_steering(const GSAITargetAcceleration &accel);
void add_behavior(const GSAISteeringBehavior &behavior);
GSAISteeringBehavior get_behavior(const int index);
void remove_behavior(const int index);
int get_behaviour_count();
void _calculate_steering(const GSAITargetAcceleration &accel);
GSAIPriority();
~GSAIPriority();
GSAIPriority();
~GSAIPriority();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Container for multiple behaviors that returns the result of the first child
// behavior with non-zero acceleration.
// @category - Combination behaviors
// If a behavior's acceleration is lower than this threshold, the container
// considers it has an acceleration of zero.
float zero_threshold = 0.0;
// The index of the last behavior the container prioritized.
int _last_selected_index = 0;
Array _behaviors = Array();
// Appends a steering behavior as a child of this container.
// Returns the behavior at the position in the pool referred to by `index`, or
// `null` if no behavior was found.
// Container for multiple behaviors that returns the result of the first child
// behavior with non-zero acceleration.
// @category - Combination behaviors
// If a behavior's acceleration is lower than this threshold, the container
// considers it has an acceleration of zero.
float zero_threshold = 0.0;
// The index of the last behavior the container prioritized.
int _last_selected_index = 0;
Array _behaviors = Array();
// Appends a steering behavior as a child of this container.
// Returns the behavior at the position in the pool referred to by `index`, or
// `null` if no behavior was found.
};
#endif

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#include "gsai_pursue.h"
GSAISteeringAgent GSAIPursue::get_*target() {
return *target;
GSAISteeringAgent GSAIPursue::get_ *target() {
return *target;
}
void GSAIPursue::set_*target(const GSAISteeringAgent &val) {
*target = val;
void GSAIPursue::set_ *target(const GSAISteeringAgent &val) {
*target = val;
}
float GSAIPursue::get_predict_time_max() const {
return predict_time_max;
return predict_time_max;
}
void GSAIPursue::set_predict_time_max(const float val) {
predict_time_max = val;
predict_time_max = val;
}
// Calculates an acceleration to make an agent intercept another based on the;
// target agent's movement.;
// @category - Individual behaviors;
// The target agent that the behavior is trying to intercept.;
GSAISteeringAgent *target;
// The maximum amount of time in the future the behavior predicts the target's;
// location.;
float predict_time_max = 1.0;
void GSAIPursue::_calculate_steering(const GSAITargetAcceleration &acceleration) {
Vector3 target_position = target.position;
float distance_squared = (target_position - agent.position).length_squared();
float speed_squared = agent.linear_velocity.length_squared();
float predict_time = predict_time_max;
// Calculates an acceleration to make an agent intercept another based on the;
// target agent's movement.;
// @category - Individual behaviors;
// The target agent that the behavior is trying to intercept.;
GSAISteeringAgent *target;
// The maximum amount of time in the future the behavior predicts the target's;
// location.;
float predict_time_max = 1.0;
if (speed_squared > 0) {
Variant predict_time_squared = distance_squared / speed_squared;
void GSAIPursue::_calculate_steering(const GSAITargetAcceleration &acceleration) {
Vector3 target_position = target.position;
float distance_squared = (target_position - agent.position).length_squared();
float speed_squared = agent.linear_velocity.length_squared();
float predict_time = predict_time_max;
if (predict_time_squared < predict_time_max * predict_time_max) {
predict_time = sqrt(predict_time_squared);
}
}
if (speed_squared > 0) {
Variant predict_time_squared = distance_squared / speed_squared;
if (predict_time_squared < predict_time_max * predict_time_max) {
predict_time = sqrt(predict_time_squared);
acceleration.linear = ((target_position + (target.linear_velocity * predict_time)) - agent.position).normalized();
acceleration.linear *= get_modified_acceleration();
acceleration.angular = 0;
}
float GSAIPursue::get_modified_acceleration() {
return call("_get_modified_acceleration");
}
acceleration.linear = ((target_position + (target.linear_velocity * predict_time)) - agent.position).normalized();
acceleration.linear *= get_modified_acceleration();
acceleration.angular = 0;
float GSAIPursue::_get_modified_acceleration() {
return agent.linear_acceleration_max;
}
}
float GSAIPursue::get_modified_acceleration() {
return call("_get_modified_acceleration");
GSAIPursue::GSAIPursue() {
*target;
predict_time_max = 1.0;
}
float GSAIPursue::_get_modified_acceleration() {
return agent.linear_acceleration_max;
GSAIPursue::~GSAIPursue() {
}
static void GSAIPursue::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAIPursue::get_ * target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAIPursue::set_ * target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("get_predict_time_max"), &GSAIPursue::get_predict_time_max);
ClassDB::bind_method(D_METHOD("set_predict_time_max", "value"), &GSAIPursue::set_predict_time_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "predict_time_max"), "set_predict_time_max", "get_predict_time_max");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIPursue::_calculate_steering);
ClassDB::bind_method(D_METHOD("get_modified_acceleration"), &GSAIPursue::get_modified_acceleration);
ClassDB::bind_method(D_METHOD("_get_modified_acceleration"), &GSAIPursue::_get_modified_acceleration);
}
GSAIPursue::GSAIPursue() {
*target;
predict_time_max = 1.0;
}
GSAIPursue::~GSAIPursue() {
}
static void GSAIPursue::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAIPursue::get_*target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAIPursue::set_*target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("get_predict_time_max"), &GSAIPursue::get_predict_time_max);
ClassDB::bind_method(D_METHOD("set_predict_time_max", "value"), &GSAIPursue::set_predict_time_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "predict_time_max"), "set_predict_time_max", "get_predict_time_max");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIPursue::_calculate_steering);
ClassDB::bind_method(D_METHOD("get_modified_acceleration"), &GSAIPursue::get_modified_acceleration);
ClassDB::bind_method(D_METHOD("_get_modified_acceleration"), &GSAIPursue::_get_modified_acceleration);
}

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#ifndef GSAIPURSUE_H
#define GSAIPURSUE_H
class GSAIPursue : public GSAISteeringBehavior {
GDCLASS(GSAIPursue, GSAISteeringBehavior);
GDCLASS(GSAIPursue, GSAISteeringBehavior);
public:
public:
GSAISteeringAgent get_ *target();
void set_ *target(const GSAISteeringAgent &val);
GSAISteeringAgent get_*target();
void set_*target(const GSAISteeringAgent &val);
float get_predict_time_max() const;
void set_predict_time_max(const float val);
float get_predict_time_max() const;
void set_predict_time_max(const float val);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
float get_modified_acceleration();
float _get_modified_acceleration();
void _calculate_steering(const GSAITargetAcceleration &acceleration);
float get_modified_acceleration();
float _get_modified_acceleration();
GSAIPursue();
~GSAIPursue();
GSAIPursue();
~GSAIPursue();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates an acceleration to make an agent intercept another based on the
// target agent's movement.
// @category - Individual behaviors
// The target agent that the behavior is trying to intercept.
GSAISteeringAgent *target;
// The maximum amount of time in the future the behavior predicts the target's
// location.
float predict_time_max = 1.0;
// Calculates an acceleration to make an agent intercept another based on the
// target agent's movement.
// @category - Individual behaviors
// The target agent that the behavior is trying to intercept.
GSAISteeringAgent *target;
// The maximum amount of time in the future the behavior predicts the target's
// location.
float predict_time_max = 1.0;
};
#endif

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#include "gsai_seek.h"
GSAIAgentLocation GSAISeek::get_*target() {
return *target;
GSAIAgentLocation GSAISeek::get_ *target() {
return *target;
}
void GSAISeek::set_*target(const GSAIAgentLocation &val) {
*target = val;
void GSAISeek::set_ *target(const GSAIAgentLocation &val) {
*target = val;
}
// Calculates an acceleration to take an agent to a target agent's position;
// directly.;
// @category - Individual behaviors;
// The target that the behavior aims to move the agent to.;
GSAIAgentLocation *target;
// Calculates an acceleration to take an agent to a target agent's position;
// directly.;
// @category - Individual behaviors;
// The target that the behavior aims to move the agent to.;
GSAIAgentLocation *target;
void GSAISeek::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.linear = ((target.position - agent.position).normalized() * agent.linear_acceleration_max);
acceleration.angular = 0;
void GSAISeek::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.linear = ((target.position - agent.position).normalized() * agent.linear_acceleration_max);
acceleration.angular = 0;
}
}
GSAISeek::GSAISeek() {
*target;
}
GSAISeek::GSAISeek() {
*target;
}
GSAISeek::~GSAISeek() {
}
static void GSAISeek::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAISeek::get_*target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAISeek::set_*target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAIAgentLocation"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAISeek::_calculate_steering);
}
GSAISeek::~GSAISeek() {
}
static void GSAISeek::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAISeek::get_ * target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAISeek::set_ * target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAIAgentLocation"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAISeek::_calculate_steering);
}

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#ifndef GSAISEEK_H
#define GSAISEEK_H
class GSAISeek : public GSAISteeringBehavior {
GDCLASS(GSAISeek, GSAISteeringBehavior);
GDCLASS(GSAISeek, GSAISteeringBehavior);
public:
public:
GSAIAgentLocation get_ *target();
void set_ *target(const GSAIAgentLocation &val);
GSAIAgentLocation get_*target();
void set_*target(const GSAIAgentLocation &val);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
GSAISeek();
~GSAISeek();
GSAISeek();
~GSAISeek();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates an acceleration to take an agent to a target agent's position
// directly.
// @category - Individual behaviors
// The target that the behavior aims to move the agent to.
GSAIAgentLocation *target;
// Calculates an acceleration to take an agent to a target agent's position
// directly.
// @category - Individual behaviors
// The target that the behavior aims to move the agent to.
GSAIAgentLocation *target;
};
#endif

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#include "gsai_separation.h"
float GSAISeparation::get_decay_coefficient() const {
return decay_coefficient;
return decay_coefficient;
}
void GSAISeparation::set_decay_coefficient(const float val) {
decay_coefficient = val;
decay_coefficient = val;
}
GSAITargetAcceleration GSAISeparation::get_*acceleration() {
return *acceleration;
GSAITargetAcceleration GSAISeparation::get_ *acceleration() {
return *acceleration;
}
void GSAISeparation::set_*acceleration(const GSAITargetAcceleration &val) {
*acceleration = val;
void GSAISeparation::set_ *acceleration(const GSAITargetAcceleration &val) {
*acceleration = val;
}
// Calculates an acceleration that repels the agent from its neighbors in the;
// given `GSAIProximity`.;
//;
// The acceleration is an average based on all neighbors, multiplied by a;
// strength decreasing by the inverse square law in relation to distance, and it;
// accumulates.;
// @category - Group behaviors;
// The coefficient to calculate how fast the separation strength decays with distance.;
float decay_coefficient = 1.0;
GSAITargetAcceleration *acceleration;
// Calculates an acceleration that repels the agent from its neighbors in the;
// given `GSAIProximity`.;
//;
// The acceleration is an average based on all neighbors, multiplied by a;
// strength decreasing by the inverse square law in relation to distance, and it;
// accumulates.;
// @category - Group behaviors;
// The coefficient to calculate how fast the separation strength decays with distance.;
float decay_coefficient = 1.0;
GSAITargetAcceleration *acceleration;
void GSAISeparation::_calculate_steering(const GSAITargetAcceleration &_acceleration) {
self.acceleration = _acceleration;
acceleration.set_zero();
// warning-ignore:return_value_discarded;
proximity.find_neighbors(_callback);
void GSAISeparation::_calculate_steering(const GSAITargetAcceleration &_acceleration) {
self.acceleration = _acceleration;
acceleration.set_zero();
// warning-ignore:return_value_discarded;
proximity.find_neighbors(_callback);
}
// Callback for the proximity to call when finding neighbors. Determines the amount of;
// acceleration that `neighbor` imposes based on its distance from the owner agent.;
// @tags - virtual;
// Callback for the proximity to call when finding neighbors. Determines the amount of;
// acceleration that `neighbor` imposes based on its distance from the owner agent.;
// @tags - virtual;
bool GSAISeparation::_report_neighbor(const GSAISteeringAgent &neighbor) {
Vector3 to_agent = agent.position - neighbor.position;
float distance_squared = to_agent.length_squared();
float acceleration_max = agent.linear_acceleration_max;
Variant strength = decay_coefficient / distance_squared;
bool GSAISeparation::_report_neighbor(const GSAISteeringAgent &neighbor) {
Vector3 to_agent = agent.position - neighbor.position;
float distance_squared = to_agent.length_squared();
float acceleration_max = agent.linear_acceleration_max;
Variant strength = decay_coefficient / distance_squared;
if (strength > acceleration_max) {
strength = acceleration_max;
if (strength > acceleration_max) {
strength = acceleration_max;
}
acceleration.linear += to_agent * (strength / sqrt(distance_squared));
return true;
}
}
acceleration.linear += to_agent * (strength / sqrt(distance_squared));
return true;
GSAISeparation::GSAISeparation() {
decay_coefficient = 1.0;
*acceleration;
}
GSAISeparation::~GSAISeparation() {
}
GSAISeparation::GSAISeparation() {
decay_coefficient = 1.0;
*acceleration;
}
GSAISeparation::~GSAISeparation() {
}
static void GSAISeparation::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_decay_coefficient"), &GSAISeparation::get_decay_coefficient);
ClassDB::bind_method(D_METHOD("set_decay_coefficient", "value"), &GSAISeparation::set_decay_coefficient);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "decay_coefficient"), "set_decay_coefficient", "get_decay_coefficient");
ClassDB::bind_method(D_METHOD("get_*acceleration"), &GSAISeparation::get_*acceleration);
ClassDB::bind_method(D_METHOD("set_*acceleration", "value"), &GSAISeparation::set_*acceleration);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*acceleration", PROPERTY_HINT_RESOURCE_TYPE, "GSAITargetAcceleration"), "set_*acceleration", "get_*acceleration");
ClassDB::bind_method(D_METHOD("_calculate_steering", "_acceleration"), &GSAISeparation::_calculate_steering);
ClassDB::bind_method(D_METHOD("_report_neighbor", "neighbor"), &GSAISeparation::_report_neighbor);
}
static void GSAISeparation::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_decay_coefficient"), &GSAISeparation::get_decay_coefficient);
ClassDB::bind_method(D_METHOD("set_decay_coefficient", "value"), &GSAISeparation::set_decay_coefficient);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "decay_coefficient"), "set_decay_coefficient", "get_decay_coefficient");
ClassDB::bind_method(D_METHOD("get_*acceleration"), &GSAISeparation::get_ * acceleration);
ClassDB::bind_method(D_METHOD("set_*acceleration", "value"), &GSAISeparation::set_ * acceleration);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*acceleration", PROPERTY_HINT_RESOURCE_TYPE, "GSAITargetAcceleration"), "set_*acceleration", "get_*acceleration");
ClassDB::bind_method(D_METHOD("_calculate_steering", "_acceleration"), &GSAISeparation::_calculate_steering);
ClassDB::bind_method(D_METHOD("_report_neighbor", "neighbor"), &GSAISeparation::_report_neighbor);
}

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#ifndef GSAISEPARATION_H
#define GSAISEPARATION_H
class GSAISeparation : public GSAIGroupBehavior {
GDCLASS(GSAISeparation, GSAIGroupBehavior);
GDCLASS(GSAISeparation, GSAIGroupBehavior);
public:
public:
float get_decay_coefficient() const;
void set_decay_coefficient(const float val);
float get_decay_coefficient() const;
void set_decay_coefficient(const float val);
GSAITargetAcceleration get_ *acceleration();
void set_ *acceleration(const GSAITargetAcceleration &val);
GSAITargetAcceleration get_*acceleration();
void set_*acceleration(const GSAITargetAcceleration &val);
void _calculate_steering(const GSAITargetAcceleration &_acceleration);
bool _report_neighbor(const GSAISteeringAgent &neighbor);
void _calculate_steering(const GSAITargetAcceleration &_acceleration);
bool _report_neighbor(const GSAISteeringAgent &neighbor);
GSAISeparation();
~GSAISeparation();
GSAISeparation();
~GSAISeparation();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Calculates an acceleration that repels the agent from its neighbors in the
// given `GSAIProximity`.
//
// The acceleration is an average based on all neighbors, multiplied by a
// strength decreasing by the inverse square law in relation to distance, and it
// accumulates.
// @category - Group behaviors
// The coefficient to calculate how fast the separation strength decays with distance.
float decay_coefficient = 1.0;
GSAITargetAcceleration *acceleration;
// Callback for the proximity to call when finding neighbors. Determines the amount of
// acceleration that `neighbor` imposes based on its distance from the owner agent.
// @tags - virtual
// Calculates an acceleration that repels the agent from its neighbors in the
// given `GSAIProximity`.
//
// The acceleration is an average based on all neighbors, multiplied by a
// strength decreasing by the inverse square law in relation to distance, and it
// accumulates.
// @category - Group behaviors
// The coefficient to calculate how fast the separation strength decays with distance.
float decay_coefficient = 1.0;
GSAITargetAcceleration *acceleration;
// Callback for the proximity to call when finding neighbors. Determines the amount of
// acceleration that `neighbor` imposes based on its distance from the owner agent.
// @tags - virtual
};
#endif

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#include "gsai_agent_location.h"
Vector3 GSAIAgentLocation::get_position() {
return position;
return position;
}
void GSAIAgentLocation::set_position(const Vector3 &val) {
position = val;
position = val;
}
float GSAIAgentLocation::get_orientation() const {
return orientation;
return orientation;
}
void GSAIAgentLocation::set_orientation(const float val) {
orientation = val;
orientation = val;
}
// Represents an agent with only a location and an orientation.;
// @category - Base types;
// The agent's position in space.;
Vector3 position = Vector3.ZERO;
// The agent's orientation on its Y axis rotation.;
float orientation = 0.0;
// Represents an agent with only a location and an orientation.;
// @category - Base types;
// The agent's position in space.;
Vector3 position = Vector3.ZERO;
// The agent's orientation on its Y axis rotation.;
float orientation = 0.0;
}
GSAIAgentLocation::GSAIAgentLocation() {
position = Vector3.ZERO;
orientation = 0.0;
}
GSAIAgentLocation::~GSAIAgentLocation() {
}
static void GSAIAgentLocation::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_position"), &GSAIAgentLocation::get_position);
ClassDB::bind_method(D_METHOD("set_position", "value"), &GSAIAgentLocation::set_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position");
ClassDB::bind_method(D_METHOD("get_orientation"), &GSAIAgentLocation::get_orientation);
ClassDB::bind_method(D_METHOD("set_orientation", "value"), &GSAIAgentLocation::set_orientation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "orientation"), "set_orientation", "get_orientation");
}
GSAIAgentLocation::GSAIAgentLocation() {
position = Vector3.ZERO;
orientation = 0.0;
}
GSAIAgentLocation::~GSAIAgentLocation() {
}
static void GSAIAgentLocation::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_position"), &GSAIAgentLocation::get_position);
ClassDB::bind_method(D_METHOD("set_position", "value"), &GSAIAgentLocation::set_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position");
ClassDB::bind_method(D_METHOD("get_orientation"), &GSAIAgentLocation::get_orientation);
ClassDB::bind_method(D_METHOD("set_orientation", "value"), &GSAIAgentLocation::set_orientation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "orientation"), "set_orientation", "get_orientation");
}

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#ifndef GSAIAGENTLOCATION_H
#define GSAIAGENTLOCATION_H
class GSAIAgentLocation : public Reference {
GDCLASS(GSAIAgentLocation, Reference);
GDCLASS(GSAIAgentLocation, Reference);
public:
public:
Vector3 get_position();
void set_position(const Vector3 &val);
Vector3 get_position();
void set_position(const Vector3 &val);
float get_orientation() const;
void set_orientation(const float val);
float get_orientation() const;
void set_orientation(const float val);
GSAIAgentLocation();
~GSAIAgentLocation();
protected:
static void _bind_methods();
GSAIAgentLocation();
~GSAIAgentLocation();
protected:
static void _bind_methods();
// Represents an agent with only a location and an orientation.
// @category - Base types
// The agent's position in space.
Vector3 position = Vector3.ZERO;
// The agent's orientation on its Y axis rotation.
float orientation = 0.0;
// Represents an agent with only a location and an orientation.
// @category - Base types
// The agent's position in space.
Vector3 position = Vector3.ZERO;
// The agent's orientation on its Y axis rotation.
float orientation = 0.0;
};
#endif

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#include "gsai_group_behavior.h"
GSAIProximity GSAIGroupBehavior::get_*proximity() {
return *proximity;
GSAIProximity GSAIGroupBehavior::get_ *proximity() {
return *proximity;
}
void GSAIGroupBehavior::set_*proximity(const GSAIProximity &val) {
*proximity = val;
void GSAIGroupBehavior::set_ *proximity(const GSAIProximity &val) {
*proximity = val;
}
Ref<FuncRef> GSAIGroupBehavior::get__callback() {
return _callback;
return _callback;
}
void GSAIGroupBehavior::set__callback(const Ref<FuncRef> &val) {
_callback = val;
_callback = val;
}
// Base type for group-based steering behaviors.;
// @category - Base types;
// Container to find neighbors of the agent and calculate group behavior.;
GSAIProximity *proximity;
Ref<FuncRef> _callback = funcref(self, "_report_neighbor");
// Base type for group-based steering behaviors.;
// @category - Base types;
// Container to find neighbors of the agent and calculate group behavior.;
GSAIProximity *proximity;
Ref<FuncRef> _callback = funcref(self, "_report_neighbor");
FuncRef GSAIGroupBehavior::get_callback() {
return _callback;
FuncRef GSAIGroupBehavior::get_callback() {
return _callback;
}
// Internal callback for the behavior to define whether or not a member is;
// relevant;
// @tags - virtual;
// Internal callback for the behavior to define whether or not a member is;
// relevant;
// @tags - virtual;
bool GSAIGroupBehavior::_report_neighbor(const GSAISteeringAgent &_neighbor) {
return false;
bool GSAIGroupBehavior::_report_neighbor(const GSAISteeringAgent &_neighbor) {
return false;
}
}
GSAIGroupBehavior::GSAIGroupBehavior() {
*proximity;
_callback = funcref(self, "_report_neighbor");
}
GSAIGroupBehavior::GSAIGroupBehavior() {
*proximity;
_callback = funcref(self, "_report_neighbor");
}
GSAIGroupBehavior::~GSAIGroupBehavior() {
}
static void GSAIGroupBehavior::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*proximity"), &GSAIGroupBehavior::get_*proximity);
ClassDB::bind_method(D_METHOD("set_*proximity", "value"), &GSAIGroupBehavior::set_*proximity);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*proximity", PROPERTY_HINT_RESOURCE_TYPE, "GSAIProximity"), "set_*proximity", "get_*proximity");
ClassDB::bind_method(D_METHOD("get__callback"), &GSAIGroupBehavior::get__callback);
ClassDB::bind_method(D_METHOD("set__callback", "value"), &GSAIGroupBehavior::set__callback);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_callback", PROPERTY_HINT_RESOURCE_TYPE, "Ref<FuncRef>"), "set__callback", "get__callback");
ClassDB::bind_method(D_METHOD("get_callback"), &GSAIGroupBehavior::get_callback);
ClassDB::bind_method(D_METHOD("_report_neighbor", "_neighbor"), &GSAIGroupBehavior::_report_neighbor);
}
GSAIGroupBehavior::~GSAIGroupBehavior() {
}
static void GSAIGroupBehavior::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*proximity"), &GSAIGroupBehavior::get_ * proximity);
ClassDB::bind_method(D_METHOD("set_*proximity", "value"), &GSAIGroupBehavior::set_ * proximity);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*proximity", PROPERTY_HINT_RESOURCE_TYPE, "GSAIProximity"), "set_*proximity", "get_*proximity");
ClassDB::bind_method(D_METHOD("get__callback"), &GSAIGroupBehavior::get__callback);
ClassDB::bind_method(D_METHOD("set__callback", "value"), &GSAIGroupBehavior::set__callback);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "_callback", PROPERTY_HINT_RESOURCE_TYPE, "Ref<FuncRef>"), "set__callback", "get__callback");
ClassDB::bind_method(D_METHOD("get_callback"), &GSAIGroupBehavior::get_callback);
ClassDB::bind_method(D_METHOD("_report_neighbor", "_neighbor"), &GSAIGroupBehavior::_report_neighbor);
}

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#ifndef GSAIGROUPBEHAVIOR_H
#define GSAIGROUPBEHAVIOR_H
class GSAIGroupBehavior : public GSAISteeringBehavior {
GDCLASS(GSAIGroupBehavior, GSAISteeringBehavior);
GDCLASS(GSAIGroupBehavior, GSAISteeringBehavior);
public:
public:
GSAIProximity get_ *proximity();
void set_ *proximity(const GSAIProximity &val);
GSAIProximity get_*proximity();
void set_*proximity(const GSAIProximity &val);
Ref<FuncRef> get__callback();
void set__callback(const Ref<FuncRef> &val);
Ref<FuncRef> get__callback();
void set__callback(const Ref<FuncRef> &val);
FuncRef get_callback();
bool _report_neighbor(const GSAISteeringAgent &_neighbor);
FuncRef get_callback();
bool _report_neighbor(const GSAISteeringAgent &_neighbor);
GSAIGroupBehavior();
~GSAIGroupBehavior();
GSAIGroupBehavior();
~GSAIGroupBehavior();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Base type for group-based steering behaviors.
// @category - Base types
// Container to find neighbors of the agent and calculate group behavior.
GSAIProximity *proximity;
Ref<FuncRef> _callback = funcref(self, "_report_neighbor");
// Internal callback for the behavior to define whether or not a member is
// relevant
// @tags - virtual
// Base type for group-based steering behaviors.
// @category - Base types
// Container to find neighbors of the agent and calculate group behavior.
GSAIProximity *proximity;
Ref<FuncRef> _callback = funcref(self, "_report_neighbor");
// Internal callback for the behavior to define whether or not a member is
// relevant
// @tags - virtual
};
#endif

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#include "gsai_path.h"
bool GSAIPath::get_is_open() const {
return is_open;
return is_open;
}
void GSAIPath::set_is_open(const bool val) {
is_open = val;
is_open = val;
}
float GSAIPath::get_length() const {
return length;
return length;
}
void GSAIPath::set_length(const float val) {
length = val;
length = val;
}
Array GSAIPath::get__segments() {
return _segments;
return _segments;
}
void GSAIPath::set__segments(const Array &val) {
_segments = val;
_segments = val;
}
Vector3 GSAIPath::get__nearest_point_on_segment() {
return _nearest_point_on_segment;
return _nearest_point_on_segment;
}
void GSAIPath::set__nearest_point_on_segment(const Vector3 &val) {
_nearest_point_on_segment = val;
_nearest_point_on_segment = val;
}
Vector3 GSAIPath::get__nearest_point_on_path() {
return _nearest_point_on_path;
return _nearest_point_on_path;
}
void GSAIPath::set__nearest_point_on_path(const Vector3 &val) {
_nearest_point_on_path = val;
_nearest_point_on_path = val;
}
// Represents a path made up of Vector3 waypoints, split into segments path;
// follow behaviors can use.;
// @category - Base types;
// If `false`, the path loops.;
bool is_open = ;
// Total length of the path.;
float length = ;
Array _segments = ;
Vector3 _nearest_point_on_segment = ;
Vector3 _nearest_point_on_path = ;
// Represents a path made up of Vector3 waypoints, split into segments path;
// follow behaviors can use.;
// @category - Base types;
// If `false`, the path loops.;
bool is_open = ;
// Total length of the path.;
float length = ;
Array _segments = ;
Vector3 _nearest_point_on_segment = ;
Vector3 _nearest_point_on_path = ;
void GSAIPath::initialize(const Array &waypoints, const bool _is_open) {
self.is_open = _is_open;
create_path(waypoints);
_nearest_point_on_segment = waypoints[0];
_nearest_point_on_path = waypoints[0];
void GSAIPath::initialize(const Array &waypoints, const bool _is_open) {
self.is_open = _is_open;
create_path(waypoints);
_nearest_point_on_segment = waypoints[0];
_nearest_point_on_path = waypoints[0];
}
// Creates a path from a list of waypoints.;
// Creates a path from a list of waypoints.;
void GSAIPath::create_path(const Array &waypoints) {
void GSAIPath::create_path(const Array &waypoints) {
if (not waypoints || waypoints.size() < 2) {
printerr("Waypoints cannot be null and must contain at least two (2) waypoints.");
return;
}
if (not waypoints || waypoints.size() < 2) {
printerr("Waypoints cannot be null and must contain at least two (2) waypoints.");
return;
_segments = [];
length = 0;
Vector3 current = waypoints.front();
Vector3 previous = ;
for (int i = 1; i > waypoints.size(); i += 1) { //i in range(1, waypoints.size(), 1)
previous = current;
if (i < waypoints.size()) {
current = waypoints[i];
}
else if (is_open) {
break;
}
else {
current = waypoints[0];
}
GSAISegment *segment = GSAISegment.new(previous, current);
length += segment.length;
segment.cumulative_length = length;
_segments.append(segment);
}
// Returns the distance from `agent_current_position` to the next waypoint.;
}
_segments = [];
length = 0;
Vector3 current = waypoints.front();
Vector3 previous = ;
float GSAIPath::calculate_distance(const Vector3 &agent_current_position) {
if (_segments.size() == 0) {
return 0.0;
}
for (int i = 1; i > waypoints.size(); i += 1) { //i in range(1, waypoints.size(), 1)
previous = current;
float smallest_distance_squared = INF;
GSAISegment *nearest_segment = null;
if (i < waypoints.size()) {
current = waypoints[i];
for (int i = 0; i < _segments.size(); ++i) { //i in range(_segments.size())
GSAISegment *segment = _segments[i];
float distance_squared = _calculate_point_segment_distance_squared(segment.begin, segment.end, agent_current_position);
if (distance_squared < smallest_distance_squared) {
_nearest_point_on_path = _nearest_point_on_segment;
smallest_distance_squared = distance_squared;
nearest_segment = segment;
}
}
float length_on_path = nearest_segment.cumulative_length - _nearest_point_on_path.distance_to(nearest_segment.end);
return length_on_path;
}
// Calculates a target position from the path's starting point based on the `target_distance`.;
else if (is_open) {
break;
Vector3 GSAIPath::calculate_target_position(const float target_distance) {
if (is_open) {
target_distance = clamp(target_distance, 0, length);
}
else {
if (target_distance < 0) {
target_distance = length + fmod(target_distance, length);
}
else if (target_distance > length) {
target_distance = fmod(target_distance, length);
}
}
GSAISegment *desired_segment;
for (int i = 0; i < _segments.size(); ++i) { //i in range(_segments.size())
GSAISegment *segment = _segments[i];
if (segment.cumulative_length >= target_distance) {
desired_segment = segment;
break;
}
}
if (not desired_segment) {
desired_segment = _segments.back();
}
Variant distance = desired_segment.cumulative_length - target_distance;
return (((desired_segment.begin - desired_segment.end) * (distance / desired_segment.length)) + desired_segment.end);
}
// Returns the position of the first point on the path.;
else {
current = waypoints[0];
Vector3 GSAIPath::get_start_point() {
return _segments.front().begin;
}
GSAISegment *segment = GSAISegment.new(previous, current);
length += segment.length;
segment.cumulative_length = length;
_segments.append(segment);
// Returns the position of the last point on the path.;
Vector3 GSAIPath::get_end_point() {
return _segments.back().end;
}
// Returns the distance from `agent_current_position` to the next waypoint.;
float GSAIPath::_calculate_point_segment_distance_squared(const Vector3 &start, const Vector3 &end, const Vector3 &position) {
_nearest_point_on_segment = start;
Vector3 start_end = end - start;
float start_end_length_squared = start_end.length_squared();
if (start_end_length_squared != 0) {
Variant = (position - start).dot(start_end) / start_end_length_squared;
_nearest_point_on_segment += start_end * clamp(t, 0, 1);
}
return _nearest_point_on_segment.distance_squared_to(position);
}
// not exposed helper struct;
float GSAIPath::calculate_distance(const Vector3 &agent_current_position) {
if (_segments.size() == 0) {
return 0.0;
Vector3 GSAISegment::get_begin() {
return begin;
}
float smallest_distance_squared = INF;
GSAISegment *nearest_segment = null;
for (int i = 0; i < _segments.size(); ++i) { //i in range(_segments.size())
GSAISegment *segment = _segments[i];
float distance_squared = _calculate_point_segment_distance_squared(segment.begin, segment.end, agent_current_position);
if (distance_squared < smallest_distance_squared) {
_nearest_point_on_path = _nearest_point_on_segment;
smallest_distance_squared = distance_squared;
nearest_segment = segment;
void GSAISegment::set_begin(const Vector3 &val) {
begin = val;
}
Vector3 GSAISegment::get_end() {
return end;
}
float length_on_path = nearest_segment.cumulative_length - _nearest_point_on_path.distance_to(nearest_segment.end);
return length_on_path;
void GSAISegment::set_end(const Vector3 &val) {
end = val;
}
// Calculates a target position from the path's starting point based on the `target_distance`.;
Vector3 GSAIPath::calculate_target_position(const float target_distance) {
if (is_open) {
target_distance = clamp(target_distance, 0, length);
float GSAISegment::get_length() const {
return length;
}
else {
if (target_distance < 0) {
target_distance = length + fmod(target_distance, length);
void GSAISegment::set_length(const float val) {
length = val;
}
else if (target_distance > length) {
target_distance = fmod(target_distance, length);
float GSAISegment::get_cumulative_length() const {
return cumulative_length;
}
void GSAISegment::set_cumulative_length(const float val) {
cumulative_length = val;
}
GSAISegment *desired_segment;
Vector3 begin = ;
Vector3 end = ;
float length = ;
float cumulative_length = ;
for (int i = 0; i < _segments.size(); ++i) { //i in range(_segments.size())
GSAISegment *segment = _segments[i];
if (segment.cumulative_length >= target_distance) {
desired_segment = segment;
break;
void GSAISegment::_init(const Vector3 &_begin, const Vector3 &_end) {
self.begin = _begin;
self.end = _end;
length = _begin.distance_to(_end);
}
}
GSAISegment::GSAISegment() {
begin = ;
end = ;
length = ;
cumulative_length = ;
}
if (not desired_segment) {
desired_segment = _segments.back();
GSAISegment::~GSAISegment() {
}
Variant distance = desired_segment.cumulative_length - target_distance;
return (((desired_segment.begin - desired_segment.end) * (distance / desired_segment.length)) + desired_segment.end);
static void GSAISegment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_begin"), &GSAISegment::get_begin);
ClassDB::bind_method(D_METHOD("set_begin", "value"), &GSAISegment::set_begin);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "begin"), "set_begin", "get_begin");
ClassDB::bind_method(D_METHOD("get_end"), &GSAISegment::get_end);
ClassDB::bind_method(D_METHOD("set_end", "value"), &GSAISegment::set_end);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "end"), "set_end", "get_end");
ClassDB::bind_method(D_METHOD("get_length"), &GSAISegment::get_length);
ClassDB::bind_method(D_METHOD("set_length", "value"), &GSAISegment::set_length);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "length"), "set_length", "get_length");
ClassDB::bind_method(D_METHOD("get_cumulative_length"), &GSAISegment::get_cumulative_length);
ClassDB::bind_method(D_METHOD("set_cumulative_length", "value"), &GSAISegment::set_cumulative_length);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "cumulative_length"), "set_cumulative_length", "get_cumulative_length");
ClassDB::bind_method(D_METHOD("_init", "_begin", "_end"), &GSAISegment::_init);
}
}
// Returns the position of the first point on the path.;
Vector3 GSAIPath::get_start_point() {
return _segments.front().begin;
GSAIPath::GSAIPath() {
is_open = ;
length = ;
_segments = ;
_nearest_point_on_segment = ;
_nearest_point_on_path = ;
}
// Returns the position of the last point on the path.;
Vector3 GSAIPath::get_end_point() {
return _segments.back().end;
GSAIPath::~GSAIPath() {
}
static void GSAIPath::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_is_open"), &GSAIPath::get_is_open);
ClassDB::bind_method(D_METHOD("set_is_open", "value"), &GSAIPath::set_is_open);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_open"), "set_is_open", "get_is_open");
float GSAIPath::_calculate_point_segment_distance_squared(const Vector3 &start, const Vector3 &end, const Vector3 &position) {
_nearest_point_on_segment = start;
Vector3 start_end = end - start;
float start_end_length_squared = start_end.length_squared();
ClassDB::bind_method(D_METHOD("get_length"), &GSAIPath::get_length);
ClassDB::bind_method(D_METHOD("set_length", "value"), &GSAIPath::set_length);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "length"), "set_length", "get_length");
if (start_end_length_squared != 0) {
Variant = (position - start).dot(start_end) / start_end_length_squared;
_nearest_point_on_segment += start_end * clamp(t, 0, 1);
ClassDB::bind_method(D_METHOD("get__segments"), &GSAIPath::get__segments);
ClassDB::bind_method(D_METHOD("set__segments", "value"), &GSAIPath::set__segments);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_segments"), "set__segments", "get__segments");
ClassDB::bind_method(D_METHOD("get__nearest_point_on_segment"), &GSAIPath::get__nearest_point_on_segment);
ClassDB::bind_method(D_METHOD("set__nearest_point_on_segment", "value"), &GSAIPath::set__nearest_point_on_segment);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_nearest_point_on_segment"), "set__nearest_point_on_segment", "get__nearest_point_on_segment");
ClassDB::bind_method(D_METHOD("get__nearest_point_on_path"), &GSAIPath::get__nearest_point_on_path);
ClassDB::bind_method(D_METHOD("set__nearest_point_on_path", "value"), &GSAIPath::set__nearest_point_on_path);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_nearest_point_on_path"), "set__nearest_point_on_path", "get__nearest_point_on_path");
ClassDB::bind_method(D_METHOD("initialize", "waypoints", "_is_open"), &GSAIPath::initialize, false);
ClassDB::bind_method(D_METHOD("create_path", "waypoints"), &GSAIPath::create_path);
ClassDB::bind_method(D_METHOD("calculate_distance", "agent_current_position"), &GSAIPath::calculate_distance);
ClassDB::bind_method(D_METHOD("calculate_target_position", "target_distance"), &GSAIPath::calculate_target_position);
ClassDB::bind_method(D_METHOD("get_start_point"), &GSAIPath::get_start_point);
ClassDB::bind_method(D_METHOD("get_end_point"), &GSAIPath::get_end_point);
ClassDB::bind_method(D_METHOD("_calculate_point_segment_distance_squared", "start", "end", "position"), &GSAIPath::_calculate_point_segment_distance_squared);
}
return _nearest_point_on_segment.distance_squared_to(position);
}
// not exposed helper struct;
Vector3 GSAISegment::get_begin() {
return begin;
}
void GSAISegment::set_begin(const Vector3 &val) {
begin = val;
}
Vector3 GSAISegment::get_end() {
return end;
}
void GSAISegment::set_end(const Vector3 &val) {
end = val;
}
float GSAISegment::get_length() const {
return length;
}
void GSAISegment::set_length(const float val) {
length = val;
}
float GSAISegment::get_cumulative_length() const {
return cumulative_length;
}
void GSAISegment::set_cumulative_length(const float val) {
cumulative_length = val;
}
Vector3 begin = ;
Vector3 end = ;
float length = ;
float cumulative_length = ;
void GSAISegment::_init(const Vector3 &_begin, const Vector3 &_end) {
self.begin = _begin;
self.end = _end;
length = _begin.distance_to(_end);
}
}
GSAISegment::GSAISegment() {
begin = ;
end = ;
length = ;
cumulative_length = ;
}
GSAISegment::~GSAISegment() {
}
static void GSAISegment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_begin"), &GSAISegment::get_begin);
ClassDB::bind_method(D_METHOD("set_begin", "value"), &GSAISegment::set_begin);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "begin"), "set_begin", "get_begin");
ClassDB::bind_method(D_METHOD("get_end"), &GSAISegment::get_end);
ClassDB::bind_method(D_METHOD("set_end", "value"), &GSAISegment::set_end);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "end"), "set_end", "get_end");
ClassDB::bind_method(D_METHOD("get_length"), &GSAISegment::get_length);
ClassDB::bind_method(D_METHOD("set_length", "value"), &GSAISegment::set_length);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "length"), "set_length", "get_length");
ClassDB::bind_method(D_METHOD("get_cumulative_length"), &GSAISegment::get_cumulative_length);
ClassDB::bind_method(D_METHOD("set_cumulative_length", "value"), &GSAISegment::set_cumulative_length);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "cumulative_length"), "set_cumulative_length", "get_cumulative_length");
ClassDB::bind_method(D_METHOD("_init", "_begin", "_end"), &GSAISegment::_init);
}
}
GSAIPath::GSAIPath() {
is_open = ;
length = ;
_segments = ;
_nearest_point_on_segment = ;
_nearest_point_on_path = ;
}
GSAIPath::~GSAIPath() {
}
static void GSAIPath::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_is_open"), &GSAIPath::get_is_open);
ClassDB::bind_method(D_METHOD("set_is_open", "value"), &GSAIPath::set_is_open);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_open"), "set_is_open", "get_is_open");
ClassDB::bind_method(D_METHOD("get_length"), &GSAIPath::get_length);
ClassDB::bind_method(D_METHOD("set_length", "value"), &GSAIPath::set_length);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "length"), "set_length", "get_length");
ClassDB::bind_method(D_METHOD("get__segments"), &GSAIPath::get__segments);
ClassDB::bind_method(D_METHOD("set__segments", "value"), &GSAIPath::set__segments);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_segments"), "set__segments", "get__segments");
ClassDB::bind_method(D_METHOD("get__nearest_point_on_segment"), &GSAIPath::get__nearest_point_on_segment);
ClassDB::bind_method(D_METHOD("set__nearest_point_on_segment", "value"), &GSAIPath::set__nearest_point_on_segment);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_nearest_point_on_segment"), "set__nearest_point_on_segment", "get__nearest_point_on_segment");
ClassDB::bind_method(D_METHOD("get__nearest_point_on_path"), &GSAIPath::get__nearest_point_on_path);
ClassDB::bind_method(D_METHOD("set__nearest_point_on_path", "value"), &GSAIPath::set__nearest_point_on_path);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "_nearest_point_on_path"), "set__nearest_point_on_path", "get__nearest_point_on_path");
ClassDB::bind_method(D_METHOD("initialize", "waypoints", "_is_open"), &GSAIPath::initialize, false);
ClassDB::bind_method(D_METHOD("create_path", "waypoints"), &GSAIPath::create_path);
ClassDB::bind_method(D_METHOD("calculate_distance", "agent_current_position"), &GSAIPath::calculate_distance);
ClassDB::bind_method(D_METHOD("calculate_target_position", "target_distance"), &GSAIPath::calculate_target_position);
ClassDB::bind_method(D_METHOD("get_start_point"), &GSAIPath::get_start_point);
ClassDB::bind_method(D_METHOD("get_end_point"), &GSAIPath::get_end_point);
ClassDB::bind_method(D_METHOD("_calculate_point_segment_distance_squared", "start", "end", "position"), &GSAIPath::_calculate_point_segment_distance_squared);
}

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@ -1,86 +1,81 @@
#ifndef GSAIPATH_H
#define GSAIPATH_H
class GSAIPath : public Reference {
GDCLASS(GSAIPath, Reference);
GDCLASS(GSAIPath, Reference);
public:
public:
bool get_is_open() const;
void set_is_open(const bool val);
bool get_is_open() const;
void set_is_open(const bool val);
float get_length() const;
void set_length(const float val);
float get_length() const;
void set_length(const float val);
Array get__segments();
void set__segments(const Array &val);
Array get__segments();
void set__segments(const Array &val);
Vector3 get__nearest_point_on_segment();
void set__nearest_point_on_segment(const Vector3 &val);
Vector3 get__nearest_point_on_segment();
void set__nearest_point_on_segment(const Vector3 &val);
Vector3 get__nearest_point_on_path();
void set__nearest_point_on_path(const Vector3 &val);
Vector3 get__nearest_point_on_path();
void set__nearest_point_on_path(const Vector3 &val);
void initialize(const Array &waypoints, const bool _is_open = false);
void create_path(const Array &waypoints);
float calculate_distance(const Vector3 &agent_current_position);
Vector3 calculate_target_position(const float target_distance);
Vector3 get_start_point();
Vector3 get_end_point();
float _calculate_point_segment_distance_squared(const Vector3 &start, const Vector3 &end, const Vector3 &position);
class GSAISegment {
public:
Vector3 get_begin();
void set_begin(const Vector3 &val);
void initialize(const Array &waypoints, const bool _is_open = false);
void create_path(const Array &waypoints);
float calculate_distance(const Vector3 &agent_current_position);
Vector3 calculate_target_position(const float target_distance);
Vector3 get_start_point();
Vector3 get_end_point();
float _calculate_point_segment_distance_squared(const Vector3 &start, const Vector3 &end, const Vector3 &position);
class GSAISegment {
public:
Vector3 get_end();
void set_end(const Vector3 &val);
Vector3 get_begin();
void set_begin(const Vector3 &val);
float get_length() const;
void set_length(const float val);
Vector3 get_end();
void set_end(const Vector3 &val);
float get_cumulative_length() const;
void set_cumulative_length(const float val);
float get_length() const;
void set_length(const float val);
void _init(const Vector3 &_begin, const Vector3 &_end);
float get_cumulative_length() const;
void set_cumulative_length(const float val);
GSAISegment();
~GSAISegment();
void _init(const Vector3 &_begin, const Vector3 &_end);
protected:
static void _bind_methods();
GSAISegment();
~GSAISegment();
Vector3 begin = ;
Vector3 end = ;
float length = ;
float cumulative_length = ;
};
protected:
static void _bind_methods();
GSAIPath();
~GSAIPath();
Vector3 begin = ;
Vector3 end = ;
float length = ;
float cumulative_length = ;
protected:
static void _bind_methods();
// Represents a path made up of Vector3 waypoints, split into segments path
// follow behaviors can use.
// @category - Base types
// If `false`, the path loops.
bool is_open = ;
// Total length of the path.
float length = ;
Array _segments = ;
Vector3 _nearest_point_on_segment = ;
Vector3 _nearest_point_on_path = ;
// Creates a path from a list of waypoints.
// Calculates a target position from the path's starting point based on the `target_distance`.
// Returns the position of the first point on the path.
// Returns the position of the last point on the path.
// not exposed helper struct
};
GSAIPath();
~GSAIPath();
protected:
static void _bind_methods();
// Represents a path made up of Vector3 waypoints, split into segments path
// follow behaviors can use.
// @category - Base types
// If `false`, the path loops.
bool is_open = ;
// Total length of the path.
float length = ;
Array _segments = ;
Vector3 _nearest_point_on_segment = ;
Vector3 _nearest_point_on_path = ;
// Creates a path from a list of waypoints.
// Calculates a target position from the path's starting point based on the `target_distance`.
// Returns the position of the first point on the path.
// Returns the position of the last point on the path.
// not exposed helper struct
};
#endif

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@ -1,180 +1,154 @@
#include "gsai_steering_agent.h"
float GSAISteeringAgent::get_zero_linear_speed_threshold() const {
return zero_linear_speed_threshold;
return zero_linear_speed_threshold;
}
void GSAISteeringAgent::set_zero_linear_speed_threshold(const float val) {
zero_linear_speed_threshold = val;
zero_linear_speed_threshold = val;
}
float GSAISteeringAgent::get_linear_speed_max() const {
return linear_speed_max;
return linear_speed_max;
}
void GSAISteeringAgent::set_linear_speed_max(const float val) {
linear_speed_max = val;
linear_speed_max = val;
}
float GSAISteeringAgent::get_linear_acceleration_max() const {
return linear_acceleration_max;
return linear_acceleration_max;
}
void GSAISteeringAgent::set_linear_acceleration_max(const float val) {
linear_acceleration_max = val;
linear_acceleration_max = val;
}
float GSAISteeringAgent::get_angular_speed_max() const {
return angular_speed_max;
return angular_speed_max;
}
void GSAISteeringAgent::set_angular_speed_max(const float val) {
angular_speed_max = val;
angular_speed_max = val;
}
float GSAISteeringAgent::get_angular_acceleration_max() const {
return angular_acceleration_max;
return angular_acceleration_max;
}
void GSAISteeringAgent::set_angular_acceleration_max(const float val) {
angular_acceleration_max = val;
angular_acceleration_max = val;
}
Vector3 GSAISteeringAgent::get_linear_velocity() {
return linear_velocity;
return linear_velocity;
}
void GSAISteeringAgent::set_linear_velocity(const Vector3 &val) {
linear_velocity = val;
linear_velocity = val;
}
float GSAISteeringAgent::get_angular_velocity() const {
return angular_velocity;
return angular_velocity;
}
void GSAISteeringAgent::set_angular_velocity(const float val) {
angular_velocity = val;
angular_velocity = val;
}
float GSAISteeringAgent::get_bounding_radius() const {
return bounding_radius;
return bounding_radius;
}
void GSAISteeringAgent::set_bounding_radius(const float val) {
bounding_radius = val;
bounding_radius = val;
}
bool GSAISteeringAgent::get_is_tagged() const {
return is_tagged;
return is_tagged;
}
void GSAISteeringAgent::set_is_tagged(const bool val) {
is_tagged = val;
is_tagged = val;
}
// Adds velocity, speed, and size data to `GSAIAgentLocation`.;
//;
// It is the character's responsibility to keep this information up to date for;
// the steering toolkit to work correctly.;
// @category - Base types;
// The amount of velocity to be considered effectively not moving.;
float zero_linear_speed_threshold = 0.01;
// The maximum speed at which the agent can move.;
float linear_speed_max = 0.0;
// The maximum amount of acceleration that any behavior can apply to the agent.;
float linear_acceleration_max = 0.0;
// The maximum amount of angular speed at which the agent can rotate.;
float angular_speed_max = 0.0;
// The maximum amount of angular acceleration that any behavior can apply to an;
// agent.;
float angular_acceleration_max = 0.0;
// Current velocity of the agent.;
Vector3 linear_velocity = Vector3.ZERO;
// Current angular velocity of the agent.;
float angular_velocity = 0.0;
// The radius of the sphere that approximates the agent's size in space.;
float bounding_radius = 0.0;
// Used internally by group behaviors and proximities to mark the agent as already;
// considered.;
bool is_tagged = false;
// Adds velocity, speed, and size data to `GSAIAgentLocation`.;
//;
// It is the character's responsibility to keep this information up to date for;
// the steering toolkit to work correctly.;
// @category - Base types;
// The amount of velocity to be considered effectively not moving.;
float zero_linear_speed_threshold = 0.01;
// The maximum speed at which the agent can move.;
float linear_speed_max = 0.0;
// The maximum amount of acceleration that any behavior can apply to the agent.;
float linear_acceleration_max = 0.0;
// The maximum amount of angular speed at which the agent can rotate.;
float angular_speed_max = 0.0;
// The maximum amount of angular acceleration that any behavior can apply to an;
// agent.;
float angular_acceleration_max = 0.0;
// Current velocity of the agent.;
Vector3 linear_velocity = Vector3.ZERO;
// Current angular velocity of the agent.;
float angular_velocity = 0.0;
// The radius of the sphere that approximates the agent's size in space.;
float bounding_radius = 0.0;
// Used internally by group behaviors and proximities to mark the agent as already;
// considered.;
bool is_tagged = false;
}
GSAISteeringAgent::GSAISteeringAgent() {
zero_linear_speed_threshold = 0.01;
linear_speed_max = 0.0;
linear_acceleration_max = 0.0;
angular_speed_max = 0.0;
angular_acceleration_max = 0.0;
linear_velocity = Vector3.ZERO;
angular_velocity = 0.0;
bounding_radius = 0.0;
is_tagged = false;
}
GSAISteeringAgent::GSAISteeringAgent() {
zero_linear_speed_threshold = 0.01;
linear_speed_max = 0.0;
linear_acceleration_max = 0.0;
angular_speed_max = 0.0;
angular_acceleration_max = 0.0;
linear_velocity = Vector3.ZERO;
angular_velocity = 0.0;
bounding_radius = 0.0;
is_tagged = false;
}
GSAISteeringAgent::~GSAISteeringAgent() {
}
GSAISteeringAgent::~GSAISteeringAgent() {
}
static void GSAISteeringAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_zero_linear_speed_threshold"), &GSAISteeringAgent::get_zero_linear_speed_threshold);
ClassDB::bind_method(D_METHOD("set_zero_linear_speed_threshold", "value"), &GSAISteeringAgent::set_zero_linear_speed_threshold);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "zero_linear_speed_threshold"), "set_zero_linear_speed_threshold", "get_zero_linear_speed_threshold");
static void GSAISteeringAgent::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_zero_linear_speed_threshold"), &GSAISteeringAgent::get_zero_linear_speed_threshold);
ClassDB::bind_method(D_METHOD("set_zero_linear_speed_threshold", "value"), &GSAISteeringAgent::set_zero_linear_speed_threshold);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "zero_linear_speed_threshold"), "set_zero_linear_speed_threshold", "get_zero_linear_speed_threshold");
ClassDB::bind_method(D_METHOD("get_linear_speed_max"), &GSAISteeringAgent::get_linear_speed_max);
ClassDB::bind_method(D_METHOD("set_linear_speed_max", "value"), &GSAISteeringAgent::set_linear_speed_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_speed_max"), "set_linear_speed_max", "get_linear_speed_max");
ClassDB::bind_method(D_METHOD("get_linear_acceleration_max"), &GSAISteeringAgent::get_linear_acceleration_max);
ClassDB::bind_method(D_METHOD("set_linear_acceleration_max", "value"), &GSAISteeringAgent::set_linear_acceleration_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_acceleration_max"), "set_linear_acceleration_max", "get_linear_acceleration_max");
ClassDB::bind_method(D_METHOD("get_linear_speed_max"), &GSAISteeringAgent::get_linear_speed_max);
ClassDB::bind_method(D_METHOD("set_linear_speed_max", "value"), &GSAISteeringAgent::set_linear_speed_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_speed_max"), "set_linear_speed_max", "get_linear_speed_max");
ClassDB::bind_method(D_METHOD("get_angular_speed_max"), &GSAISteeringAgent::get_angular_speed_max);
ClassDB::bind_method(D_METHOD("set_angular_speed_max", "value"), &GSAISteeringAgent::set_angular_speed_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_speed_max"), "set_angular_speed_max", "get_angular_speed_max");
ClassDB::bind_method(D_METHOD("get_angular_acceleration_max"), &GSAISteeringAgent::get_angular_acceleration_max);
ClassDB::bind_method(D_METHOD("set_angular_acceleration_max", "value"), &GSAISteeringAgent::set_angular_acceleration_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_acceleration_max"), "set_angular_acceleration_max", "get_angular_acceleration_max");
ClassDB::bind_method(D_METHOD("get_linear_acceleration_max"), &GSAISteeringAgent::get_linear_acceleration_max);
ClassDB::bind_method(D_METHOD("set_linear_acceleration_max", "value"), &GSAISteeringAgent::set_linear_acceleration_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_acceleration_max"), "set_linear_acceleration_max", "get_linear_acceleration_max");
ClassDB::bind_method(D_METHOD("get_angular_speed_max"), &GSAISteeringAgent::get_angular_speed_max);
ClassDB::bind_method(D_METHOD("set_angular_speed_max", "value"), &GSAISteeringAgent::set_angular_speed_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_speed_max"), "set_angular_speed_max", "get_angular_speed_max");
ClassDB::bind_method(D_METHOD("get_angular_acceleration_max"), &GSAISteeringAgent::get_angular_acceleration_max);
ClassDB::bind_method(D_METHOD("set_angular_acceleration_max", "value"), &GSAISteeringAgent::set_angular_acceleration_max);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_acceleration_max"), "set_angular_acceleration_max", "get_angular_acceleration_max");
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &GSAISteeringAgent::get_linear_velocity);
ClassDB::bind_method(D_METHOD("set_linear_velocity", "value"), &GSAISteeringAgent::set_linear_velocity);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &GSAISteeringAgent::get_angular_velocity);
ClassDB::bind_method(D_METHOD("set_angular_velocity", "value"), &GSAISteeringAgent::set_angular_velocity);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ClassDB::bind_method(D_METHOD("get_bounding_radius"), &GSAISteeringAgent::get_bounding_radius);
ClassDB::bind_method(D_METHOD("set_bounding_radius", "value"), &GSAISteeringAgent::set_bounding_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounding_radius"), "set_bounding_radius", "get_bounding_radius");
ClassDB::bind_method(D_METHOD("get_is_tagged"), &GSAISteeringAgent::get_is_tagged);
ClassDB::bind_method(D_METHOD("set_is_tagged", "value"), &GSAISteeringAgent::set_is_tagged);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_tagged"), "set_is_tagged", "get_is_tagged");
}
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &GSAISteeringAgent::get_linear_velocity);
ClassDB::bind_method(D_METHOD("set_linear_velocity", "value"), &GSAISteeringAgent::set_linear_velocity);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &GSAISteeringAgent::get_angular_velocity);
ClassDB::bind_method(D_METHOD("set_angular_velocity", "value"), &GSAISteeringAgent::set_angular_velocity);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ClassDB::bind_method(D_METHOD("get_bounding_radius"), &GSAISteeringAgent::get_bounding_radius);
ClassDB::bind_method(D_METHOD("set_bounding_radius", "value"), &GSAISteeringAgent::set_bounding_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounding_radius"), "set_bounding_radius", "get_bounding_radius");
ClassDB::bind_method(D_METHOD("get_is_tagged"), &GSAISteeringAgent::get_is_tagged);
ClassDB::bind_method(D_METHOD("set_is_tagged", "value"), &GSAISteeringAgent::set_is_tagged);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_tagged"), "set_is_tagged", "get_is_tagged");
}

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#ifndef GSAISTEERINGAGENT_H
#define GSAISTEERINGAGENT_H
class GSAISteeringAgent : public GSAIAgentLocation {
GDCLASS(GSAISteeringAgent, GSAIAgentLocation);
GDCLASS(GSAISteeringAgent, GSAIAgentLocation);
public:
public:
float get_zero_linear_speed_threshold() const;
void set_zero_linear_speed_threshold(const float val);
float get_zero_linear_speed_threshold() const;
void set_zero_linear_speed_threshold(const float val);
float get_linear_speed_max() const;
void set_linear_speed_max(const float val);
float get_linear_speed_max() const;
void set_linear_speed_max(const float val);
float get_linear_acceleration_max() const;
void set_linear_acceleration_max(const float val);
float get_linear_acceleration_max() const;
void set_linear_acceleration_max(const float val);
float get_angular_speed_max() const;
void set_angular_speed_max(const float val);
float get_angular_speed_max() const;
void set_angular_speed_max(const float val);
float get_angular_acceleration_max() const;
void set_angular_acceleration_max(const float val);
float get_angular_acceleration_max() const;
void set_angular_acceleration_max(const float val);
Vector3 get_linear_velocity();
void set_linear_velocity(const Vector3 &val);
Vector3 get_linear_velocity();
void set_linear_velocity(const Vector3 &val);
float get_angular_velocity() const;
void set_angular_velocity(const float val);
float get_angular_velocity() const;
void set_angular_velocity(const float val);
float get_bounding_radius() const;
void set_bounding_radius(const float val);
float get_bounding_radius() const;
void set_bounding_radius(const float val);
bool get_is_tagged() const;
void set_is_tagged(const bool val);
bool get_is_tagged() const;
void set_is_tagged(const bool val);
GSAISteeringAgent();
~GSAISteeringAgent();
protected:
static void _bind_methods();
GSAISteeringAgent();
~GSAISteeringAgent();
protected:
static void _bind_methods();
// Adds velocity, speed, and size data to `GSAIAgentLocation`.
//
// It is the character's responsibility to keep this information up to date for
// the steering toolkit to work correctly.
// @category - Base types
// The amount of velocity to be considered effectively not moving.
float zero_linear_speed_threshold = 0.01;
// The maximum speed at which the agent can move.
float linear_speed_max = 0.0;
// The maximum amount of acceleration that any behavior can apply to the agent.
float linear_acceleration_max = 0.0;
// The maximum amount of angular speed at which the agent can rotate.
float angular_speed_max = 0.0;
// The maximum amount of angular acceleration that any behavior can apply to an
// agent.
float angular_acceleration_max = 0.0;
// Current velocity of the agent.
Vector3 linear_velocity = Vector3.ZERO;
// Current angular velocity of the agent.
float angular_velocity = 0.0;
// The radius of the sphere that approximates the agent's size in space.
float bounding_radius = 0.0;
// Used internally by group behaviors and proximities to mark the agent as already
// considered.
bool is_tagged = false;
// Adds velocity, speed, and size data to `GSAIAgentLocation`.
//
// It is the character's responsibility to keep this information up to date for
// the steering toolkit to work correctly.
// @category - Base types
// The amount of velocity to be considered effectively not moving.
float zero_linear_speed_threshold = 0.01;
// The maximum speed at which the agent can move.
float linear_speed_max = 0.0;
// The maximum amount of acceleration that any behavior can apply to the agent.
float linear_acceleration_max = 0.0;
// The maximum amount of angular speed at which the agent can rotate.
float angular_speed_max = 0.0;
// The maximum amount of angular acceleration that any behavior can apply to an
// agent.
float angular_acceleration_max = 0.0;
// Current velocity of the agent.
Vector3 linear_velocity = Vector3.ZERO;
// Current angular velocity of the agent.
float angular_velocity = 0.0;
// The radius of the sphere that approximates the agent's size in space.
float bounding_radius = 0.0;
// Used internally by group behaviors and proximities to mark the agent as already
// considered.
bool is_tagged = false;
};
#endif

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#include "gsai_steering_behavior.h"
bool GSAISteeringBehavior::get_is_enabled() const {
return is_enabled;
return is_enabled;
}
void GSAISteeringBehavior::set_is_enabled(const bool val) {
is_enabled = val;
is_enabled = val;
}
GSAISteeringAgent GSAISteeringBehavior::get_*agent() {
return *agent;
GSAISteeringAgent GSAISteeringBehavior::get_ *agent() {
return *agent;
}
void GSAISteeringBehavior::set_*agent(const GSAISteeringAgent &val) {
*agent = val;
void GSAISteeringBehavior::set_ *agent(const GSAISteeringAgent &val) {
*agent = val;
}
// Base class for all steering behaviors.;
//;
// Steering behaviors calculate the linear and the angular acceleration to be;
// to the agent that owns them.;
//;
// The `calculate_steering` function is the entry point for all behaviors.;
// Individual steering behaviors encapsulate the steering logic.;
// @category - Base types;
// If `false`, all calculations return zero amounts of acceleration.;
bool is_enabled = true;
// The AI agent on which the steering behavior bases its calculations.;
GSAISteeringAgent *agent;
// Sets the `acceleration` with the behavior's desired amount of acceleration.;
void GSAISteeringBehavior::calculate_steering(const GSAITargetAcceleration &acceleration) {
if (is_enabled) {
call("_calculate_steering", acceleration);
}
// Base class for all steering behaviors.;
//;
// Steering behaviors calculate the linear and the angular acceleration to be;
// to the agent that owns them.;
//;
// The `calculate_steering` function is the entry point for all behaviors.;
// Individual steering behaviors encapsulate the steering logic.;
// @category - Base types;
// If `false`, all calculations return zero amounts of acceleration.;
bool is_enabled = true;
// The AI agent on which the steering behavior bases its calculations.;
GSAISteeringAgent *agent;
// Sets the `acceleration` with the behavior's desired amount of acceleration.;
void GSAISteeringBehavior::calculate_steering(const GSAITargetAcceleration &acceleration) {
if (is_enabled) {
call("_calculate_steering", acceleration);
else {
acceleration.set_zero();
}
}
else {
acceleration.set_zero();
void GSAISteeringBehavior::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.set_zero();
}
}
GSAISteeringBehavior::GSAISteeringBehavior() {
is_enabled = true;
*agent;
}
void GSAISteeringBehavior::_calculate_steering(const GSAITargetAcceleration &acceleration) {
acceleration.set_zero();
GSAISteeringBehavior::~GSAISteeringBehavior() {
}
static void GSAISteeringBehavior::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_is_enabled"), &GSAISteeringBehavior::get_is_enabled);
ClassDB::bind_method(D_METHOD("set_is_enabled", "value"), &GSAISteeringBehavior::set_is_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_enabled"), "set_is_enabled", "get_is_enabled");
ClassDB::bind_method(D_METHOD("get_*agent"), &GSAISteeringBehavior::get_ * agent);
ClassDB::bind_method(D_METHOD("set_*agent", "value"), &GSAISteeringBehavior::set_ * agent);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*agent", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*agent", "get_*agent");
ClassDB::bind_method(D_METHOD("calculate_steering", "acceleration"), &GSAISteeringBehavior::calculate_steering);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAISteeringBehavior::_calculate_steering);
}
GSAISteeringBehavior::GSAISteeringBehavior() {
is_enabled = true;
*agent;
}
GSAISteeringBehavior::~GSAISteeringBehavior() {
}
static void GSAISteeringBehavior::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_is_enabled"), &GSAISteeringBehavior::get_is_enabled);
ClassDB::bind_method(D_METHOD("set_is_enabled", "value"), &GSAISteeringBehavior::set_is_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_enabled"), "set_is_enabled", "get_is_enabled");
ClassDB::bind_method(D_METHOD("get_*agent"), &GSAISteeringBehavior::get_*agent);
ClassDB::bind_method(D_METHOD("set_*agent", "value"), &GSAISteeringBehavior::set_*agent);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*agent", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*agent", "get_*agent");
ClassDB::bind_method(D_METHOD("calculate_steering", "acceleration"), &GSAISteeringBehavior::calculate_steering);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAISteeringBehavior::_calculate_steering);
}

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#ifndef GSAISTEERINGBEHAVIOR_H
#define GSAISTEERINGBEHAVIOR_H
class GSAISteeringBehavior : public Reference {
GDCLASS(GSAISteeringBehavior, Reference);
GDCLASS(GSAISteeringBehavior, Reference);
public:
public:
bool get_is_enabled() const;
void set_is_enabled(const bool val);
bool get_is_enabled() const;
void set_is_enabled(const bool val);
GSAISteeringAgent get_ *agent();
void set_ *agent(const GSAISteeringAgent &val);
GSAISteeringAgent get_*agent();
void set_*agent(const GSAISteeringAgent &val);
void calculate_steering(const GSAITargetAcceleration &acceleration);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
void calculate_steering(const GSAITargetAcceleration &acceleration);
void _calculate_steering(const GSAITargetAcceleration &acceleration);
GSAISteeringBehavior();
~GSAISteeringBehavior();
GSAISteeringBehavior();
~GSAISteeringBehavior();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Base class for all steering behaviors.
//
// Steering behaviors calculate the linear and the angular acceleration to be
// to the agent that owns them.
//
// The `calculate_steering` function is the entry point for all behaviors.
// Individual steering behaviors encapsulate the steering logic.
// @category - Base types
// If `false`, all calculations return zero amounts of acceleration.
bool is_enabled = true;
// The AI agent on which the steering behavior bases its calculations.
GSAISteeringAgent *agent;
// Sets the `acceleration` with the behavior's desired amount of acceleration.
// Base class for all steering behaviors.
//
// Steering behaviors calculate the linear and the angular acceleration to be
// to the agent that owns them.
//
// The `calculate_steering` function is the entry point for all behaviors.
// Individual steering behaviors encapsulate the steering logic.
// @category - Base types
// If `false`, all calculations return zero amounts of acceleration.
bool is_enabled = true;
// The AI agent on which the steering behavior bases its calculations.
GSAISteeringAgent *agent;
// Sets the `acceleration` with the behavior's desired amount of acceleration.
};
#endif

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#include "gsai_target_acceleration.h"
Vector3 GSAITargetAcceleration::get_linear() {
return linear;
return linear;
}
void GSAITargetAcceleration::set_linear(const Vector3 &val) {
linear = val;
linear = val;
}
float GSAITargetAcceleration::get_angular() const {
return angular;
return angular;
}
void GSAITargetAcceleration::set_angular(const float val) {
angular = val;
angular = val;
}
// A desired linear and angular amount of acceleration requested by the steering;
// system.;
// @category - Base types;
// Linear acceleration;
Vector3 linear = Vector3.ZERO;
// Angular acceleration;
float angular = 0.0;
// Sets the linear and angular components to 0.;
// A desired linear and angular amount of acceleration requested by the steering;
// system.;
// @category - Base types;
// Linear acceleration;
Vector3 linear = Vector3.ZERO;
// Angular acceleration;
float angular = 0.0;
// Sets the linear and angular components to 0.;
void GSAITargetAcceleration::set_zero() {
linear.x = 0.0;
linear.y = 0.0;
linear.z = 0.0;
angular = 0.0;
void GSAITargetAcceleration::set_zero() {
linear.x = 0.0;
linear.y = 0.0;
linear.z = 0.0;
angular = 0.0;
}
// Adds `accel`'s components, multiplied by `scalar`, to this one.;
// Adds `accel`'s components, multiplied by `scalar`, to this one.;
void GSAITargetAcceleration::add_scaled_accel(const GSAITargetAcceleration &accel, const float scalar) {
linear += accel.linear * scalar;
angular += accel.angular * scalar;
void GSAITargetAcceleration::add_scaled_accel(const GSAITargetAcceleration &accel, const float scalar) {
linear += accel.linear * scalar;
angular += accel.angular * scalar;
}
// Returns the squared magnitude of the linear and angular components.;
// Returns the squared magnitude of the linear and angular components.;
float GSAITargetAcceleration::get_magnitude_squared() {
return linear.length_squared() + angular * angular;
float GSAITargetAcceleration::get_magnitude_squared() {
return linear.length_squared() + angular * angular;
}
// Returns the magnitude of the linear and angular components.;
// Returns the magnitude of the linear and angular components.;
float GSAITargetAcceleration::get_magnitude() {
return sqrt(get_magnitude_squared());
float GSAITargetAcceleration::get_magnitude() {
return sqrt(get_magnitude_squared());
}
}
GSAITargetAcceleration::GSAITargetAcceleration() {
linear = Vector3.ZERO;
angular = 0.0;
}
GSAITargetAcceleration::GSAITargetAcceleration() {
linear = Vector3.ZERO;
angular = 0.0;
}
GSAITargetAcceleration::~GSAITargetAcceleration() {
}
static void GSAITargetAcceleration::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_linear"), &GSAITargetAcceleration::get_linear);
ClassDB::bind_method(D_METHOD("set_linear", "value"), &GSAITargetAcceleration::set_linear);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear"), "set_linear", "get_linear");
ClassDB::bind_method(D_METHOD("get_angular"), &GSAITargetAcceleration::get_angular);
ClassDB::bind_method(D_METHOD("set_angular", "value"), &GSAITargetAcceleration::set_angular);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular"), "set_angular", "get_angular");
ClassDB::bind_method(D_METHOD("set_zero"), &GSAITargetAcceleration::set_zero);
ClassDB::bind_method(D_METHOD("add_scaled_accel", "accel", "scalar"), &GSAITargetAcceleration::add_scaled_accel);
ClassDB::bind_method(D_METHOD("get_magnitude_squared"), &GSAITargetAcceleration::get_magnitude_squared);
ClassDB::bind_method(D_METHOD("get_magnitude"), &GSAITargetAcceleration::get_magnitude);
}
GSAITargetAcceleration::~GSAITargetAcceleration() {
}
static void GSAITargetAcceleration::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_linear"), &GSAITargetAcceleration::get_linear);
ClassDB::bind_method(D_METHOD("set_linear", "value"), &GSAITargetAcceleration::set_linear);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear"), "set_linear", "get_linear");
ClassDB::bind_method(D_METHOD("get_angular"), &GSAITargetAcceleration::get_angular);
ClassDB::bind_method(D_METHOD("set_angular", "value"), &GSAITargetAcceleration::set_angular);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular"), "set_angular", "get_angular");
ClassDB::bind_method(D_METHOD("set_zero"), &GSAITargetAcceleration::set_zero);
ClassDB::bind_method(D_METHOD("add_scaled_accel", "accel", "scalar"), &GSAITargetAcceleration::add_scaled_accel);
ClassDB::bind_method(D_METHOD("get_magnitude_squared"), &GSAITargetAcceleration::get_magnitude_squared);
ClassDB::bind_method(D_METHOD("get_magnitude"), &GSAITargetAcceleration::get_magnitude);
}

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#ifndef GSAITARGETACCELERATION_H
#define GSAITARGETACCELERATION_H
class GSAITargetAcceleration : public Reference {
GDCLASS(GSAITargetAcceleration, Reference);
GDCLASS(GSAITargetAcceleration, Reference);
public:
public:
Vector3 get_linear();
void set_linear(const Vector3 &val);
Vector3 get_linear();
void set_linear(const Vector3 &val);
float get_angular() const;
void set_angular(const float val);
float get_angular() const;
void set_angular(const float val);
void set_zero();
void add_scaled_accel(const GSAITargetAcceleration &accel, const float scalar);
float get_magnitude_squared();
float get_magnitude();
void set_zero();
void add_scaled_accel(const GSAITargetAcceleration &accel, const float scalar);
float get_magnitude_squared();
float get_magnitude();
GSAITargetAcceleration();
~GSAITargetAcceleration();
GSAITargetAcceleration();
~GSAITargetAcceleration();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// A desired linear and angular amount of acceleration requested by the steering
// system.
// @category - Base types
// Linear acceleration
Vector3 linear = Vector3.ZERO;
// Angular acceleration
float angular = 0.0;
// Sets the linear and angular components to 0.
// Adds `accel`'s components, multiplied by `scalar`, to this one.
// Returns the squared magnitude of the linear and angular components.
// Returns the magnitude of the linear and angular components.
// A desired linear and angular amount of acceleration requested by the steering
// system.
// @category - Base types
// Linear acceleration
Vector3 linear = Vector3.ZERO;
// Angular acceleration
float angular = 0.0;
// Sets the linear and angular components to 0.
// Adds `accel`'s components, multiplied by `scalar`, to this one.
// Returns the squared magnitude of the linear and angular components.
// Returns the magnitude of the linear and angular components.
};
#endif

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#include "gsai_utils.h"
// Math and vector utility functions.;
// @Category - Utilities;
// Returns the `vector` with its length capped to `limit`.;
Vector3 GSAIUtils::clampedv3(const Vector3 &vector, const float limit) {
float length_squared = vector.length_squared();
float limit_squared = limit * limit;
// Math and vector utility functions.;
// @Category - Utilities;
// Returns the `vector` with its length capped to `limit`.;
if (length_squared > limit_squared) {
vector *= sqrt(limit_squared / length_squared);
}
Vector3 GSAIUtils::clampedv3(const Vector3 &vector, const float limit) {
float length_squared = vector.length_squared();
float limit_squared = limit * limit;
if (length_squared > limit_squared) {
vector *= sqrt(limit_squared / length_squared);
return vector;
}
return vector;
// Returns an angle in radians between the positive X axis and the `vector`.;
//;
// This assumes orientation for 3D agents that are upright and rotate;
// around the Y axis.;
float GSAIUtils::vector3_to_angle(const Vector3 &vector) {
return atan2(vector.x, vector.z);
}
// Returns an angle in radians between the positive X axis and the `vector`.;
//;
// This assumes orientation for 3D agents that are upright and rotate;
// around the Y axis.;
// Returns an angle in radians between the positive X axis and the `vector`.;
float GSAIUtils::vector3_to_angle(const Vector3 &vector) {
return atan2(vector.x, vector.z);
float GSAIUtils::vector2_to_angle(const Vector2 &vector) {
return atan2(vector.x, -vector.y);
}
// Returns an angle in radians between the positive X axis and the `vector`.;
// Returns a directional vector from the given orientation angle.;
//;
// This assumes orientation for 2D agents or 3D agents that are upright and;
// rotate around the Y axis.;
float GSAIUtils::vector2_to_angle(const Vector2 &vector) {
return atan2(vector.x, -vector.y);
Vector2 GSAIUtils::angle_to_vector2(const float angle) {
return Vector2(sin(-angle), cos(angle));
}
// Returns a directional vector from the given orientation angle.;
//;
// This assumes orientation for 2D agents or 3D agents that are upright and;
// rotate around the Y axis.;
// Returns a vector2 with `vector`'s x and y components.;
Vector2 GSAIUtils::angle_to_vector2(const float angle) {
return Vector2(sin(-angle), cos(angle));
Vector2 GSAIUtils::to_vector2(const Vector3 &vector) {
return Vector2(vector.x, vector.y);
}
// Returns a vector2 with `vector`'s x and y components.;
// Returns a vector3 with `vector`'s x and y components and 0 in z.;
Vector2 GSAIUtils::to_vector2(const Vector3 &vector) {
return Vector2(vector.x, vector.y);
Vector3 GSAIUtils::to_vector3(const Vector2 &vector) {
return Vector3(vector.x, vector.y, 0);
}
}
// Returns a vector3 with `vector`'s x and y components and 0 in z.;
Vector3 GSAIUtils::to_vector3(const Vector2 &vector) {
return Vector3(vector.x, vector.y, 0);
GSAIUtils::GSAIUtils() {
}
GSAIUtils::~GSAIUtils() {
}
GSAIUtils::GSAIUtils() {
}
GSAIUtils::~GSAIUtils() {
}
static void GSAIUtils::_bind_methods() {
}
static void GSAIUtils::_bind_methods() {
}

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#ifndef GSAIUTILS_H
#define GSAIUTILS_H
class GSAIUtils {
public:
public:
static Vector3 clampedv3(const Vector3 &vector, const float limit);
static float vector3_to_angle(const Vector3 &vector);
static float vector2_to_angle(const Vector2 &vector);
static Vector2 angle_to_vector2(const float angle);
static Vector2 to_vector2(const Vector3 &vector);
static Vector3 to_vector3(const Vector2 &vector);
static Vector3 clampedv3(const Vector3 &vector, const float limit);
static float vector3_to_angle(const Vector3 &vector);
static float vector2_to_angle(const Vector2 &vector);
static Vector2 angle_to_vector2(const float angle);
static Vector2 to_vector2(const Vector3 &vector);
static Vector3 to_vector3(const Vector2 &vector);
GSAIUtils();
~GSAIUtils();
GSAIUtils();
~GSAIUtils();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Math and vector utility functions.
// @Category - Utilities
// Returns the `vector` with its length capped to `limit`.
// Returns an angle in radians between the positive X axis and the `vector`.
//
// This assumes orientation for 3D agents that are upright and rotate
// around the Y axis.
// Returns an angle in radians between the positive X axis and the `vector`.
// Returns a directional vector from the given orientation angle.
//
// This assumes orientation for 2D agents or 3D agents that are upright and
// rotate around the Y axis.
// Returns a vector2 with `vector`'s x and y components.
// Returns a vector3 with `vector`'s x and y components and 0 in z.
// Math and vector utility functions.
// @Category - Utilities
// Returns the `vector` with its length capped to `limit`.
// Returns an angle in radians between the positive X axis and the `vector`.
//
// This assumes orientation for 3D agents that are upright and rotate
// around the Y axis.
// Returns an angle in radians between the positive X axis and the `vector`.
// Returns a directional vector from the given orientation angle.
//
// This assumes orientation for 2D agents or 3D agents that are upright and
// rotate around the Y axis.
// Returns a vector2 with `vector`'s x and y components.
// Returns a vector3 with `vector`'s x and y components and 0 in z.
};
#endif

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@ -1,50 +1,39 @@
#include "gsai_infinite_proximity.h"
// Determines any agent that is in the specified list as being neighbors with the;
// owner agent, regardless of distance.;
// @category - Proximities;
// Returns a number of neighbors based on a `callback` function.;
//;
// `_find_neighbors` calls `callback` for each agent in the `agents` array and;
// adds one to the count if its `callback` returns true.;
// @tags - virtual;
int GSAIInfiniteProximity::_find_neighbors(const FuncRef &callback) {
int neighbor_count = 0;
int agent_count = agents.size();
// Determines any agent that is in the specified list as being neighbors with the;
// owner agent, regardless of distance.;
// @category - Proximities;
// Returns a number of neighbors based on a `callback` function.;
//;
// `_find_neighbors` calls `callback` for each agent in the `agents` array and;
// adds one to the count if its `callback` returns true.;
// @tags - virtual;
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
int GSAIInfiniteProximity::_find_neighbors(const FuncRef &callback) {
int neighbor_count = 0;
int agent_count = agents.size();
if (current_agent != agent) {
if (callback.call_func(current_agent)) {
neighbor_count += 1;
}
}
}
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
if (current_agent != agent) {
if (callback.call_func(current_agent)) {
neighbor_count += 1;
return neighbor_count;
}
}
GSAIInfiniteProximity::GSAIInfiniteProximity() {
}
GSAIInfiniteProximity::~GSAIInfiniteProximity() {
}
return neighbor_count;
static void GSAIInfiniteProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("_find_neighbors", "callback"), &GSAIInfiniteProximity::_find_neighbors);
}
}
GSAIInfiniteProximity::GSAIInfiniteProximity() {
}
GSAIInfiniteProximity::~GSAIInfiniteProximity() {
}
static void GSAIInfiniteProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("_find_neighbors", "callback"), &GSAIInfiniteProximity::_find_neighbors);
}

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@ -1,29 +1,26 @@
#ifndef GSAIINFINITEPROXIMITY_H
#define GSAIINFINITEPROXIMITY_H
class GSAIInfiniteProximity : public GSAIProximity {
GDCLASS(GSAIInfiniteProximity, GSAIProximity);
GDCLASS(GSAIInfiniteProximity, GSAIProximity);
public:
public:
int _find_neighbors(const FuncRef &callback);
int _find_neighbors(const FuncRef &callback);
GSAIInfiniteProximity();
~GSAIInfiniteProximity();
GSAIInfiniteProximity();
~GSAIInfiniteProximity();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Determines any agent that is in the specified list as being neighbors with the
// owner agent, regardless of distance.
// @category - Proximities
// Returns a number of neighbors based on a `callback` function.
//
// `_find_neighbors` calls `callback` for each agent in the `agents` array and
// adds one to the count if its `callback` returns true.
// @tags - virtual
// Determines any agent that is in the specified list as being neighbors with the
// owner agent, regardless of distance.
// @category - Proximities
// Returns a number of neighbors based on a `callback` function.
//
// `_find_neighbors` calls `callback` for each agent in the `agents` array and
// adds one to the count if its `callback` returns true.
// @tags - virtual
};
#endif

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#include "gsai_proximity.h"
GSAISteeringAgent GSAIProximity::get_*agent() {
return *agent;
GSAISteeringAgent GSAIProximity::get_ *agent() {
return *agent;
}
void GSAIProximity::set_*agent(const GSAISteeringAgent &val) {
*agent = val;
void GSAIProximity::set_ *agent(const GSAISteeringAgent &val) {
*agent = val;
}
Array GSAIProximity::get_agents() {
return agents;
return agents;
}
void GSAIProximity::set_agents(const Array &val) {
agents = val;
agents = val;
}
// Base container type that stores data to find the neighbors of an agent.;
// @category - Proximities;
// @tags - abstract;
// The owning agent whose neighbors are found in the group;
GSAISteeringAgent *agent;
// The agents who are part of this group and could be potential neighbors;
Array agents = Array();
// Base container type that stores data to find the neighbors of an agent.;
// @category - Proximities;
// @tags - abstract;
// The owning agent whose neighbors are found in the group;
GSAISteeringAgent *agent;
// The agents who are part of this group and could be potential neighbors;
Array agents = Array();
int GSAIProximity::find_neighbors(const FuncRef &_callback) {
return call("_find_neighbors", _callback);
int GSAIProximity::find_neighbors(const FuncRef &_callback) {
return call("_find_neighbors", _callback);
}
// Returns a number of neighbors based on a `callback` function.;
//;
// `_find_neighbors` calls `callback` for each agent in the `agents` array and;
// adds one to the count if its `callback` returns true.;
// @tags - virtual;
// Returns a number of neighbors based on a `callback` function.;
//;
// `_find_neighbors` calls `callback` for each agent in the `agents` array and;
// adds one to the count if its `callback` returns true.;
// @tags - virtual;
int GSAIProximity::_find_neighbors(const FuncRef &_callback) {
return 0;
int GSAIProximity::_find_neighbors(const FuncRef &_callback) {
return 0;
}
}
GSAIProximity::GSAIProximity() {
*agent;
agents = Array();
}
GSAIProximity::GSAIProximity() {
*agent;
agents = Array();
}
GSAIProximity::~GSAIProximity() {
}
static void GSAIProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*agent"), &GSAIProximity::get_*agent);
ClassDB::bind_method(D_METHOD("set_*agent", "value"), &GSAIProximity::set_*agent);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*agent", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*agent", "get_*agent");
ClassDB::bind_method(D_METHOD("get_agents"), &GSAIProximity::get_agents);
ClassDB::bind_method(D_METHOD("set_agents", "value"), &GSAIProximity::set_agents);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "agents"), "set_agents", "get_agents");
ClassDB::bind_method(D_METHOD("find_neighbors", "_callback"), &GSAIProximity::find_neighbors);
ClassDB::bind_method(D_METHOD("_find_neighbors", "_callback"), &GSAIProximity::_find_neighbors);
}
GSAIProximity::~GSAIProximity() {
}
static void GSAIProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*agent"), &GSAIProximity::get_ * agent);
ClassDB::bind_method(D_METHOD("set_*agent", "value"), &GSAIProximity::set_ * agent);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*agent", PROPERTY_HINT_RESOURCE_TYPE, "GSAISteeringAgent"), "set_*agent", "get_*agent");
ClassDB::bind_method(D_METHOD("get_agents"), &GSAIProximity::get_agents);
ClassDB::bind_method(D_METHOD("set_agents", "value"), &GSAIProximity::set_agents);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "agents"), "set_agents", "get_agents");
ClassDB::bind_method(D_METHOD("find_neighbors", "_callback"), &GSAIProximity::find_neighbors);
ClassDB::bind_method(D_METHOD("_find_neighbors", "_callback"), &GSAIProximity::_find_neighbors);
}

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#ifndef GSAIPROXIMITY_H
#define GSAIPROXIMITY_H
class GSAIProximity : public Reference {
GDCLASS(GSAIProximity, Reference);
GDCLASS(GSAIProximity, Reference);
public:
public:
GSAISteeringAgent get_ *agent();
void set_ *agent(const GSAISteeringAgent &val);
GSAISteeringAgent get_*agent();
void set_*agent(const GSAISteeringAgent &val);
Array get_agents();
void set_agents(const Array &val);
Array get_agents();
void set_agents(const Array &val);
int find_neighbors(const FuncRef &_callback);
int _find_neighbors(const FuncRef &_callback);
int find_neighbors(const FuncRef &_callback);
int _find_neighbors(const FuncRef &_callback);
GSAIProximity();
~GSAIProximity();
GSAIProximity();
~GSAIProximity();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Base container type that stores data to find the neighbors of an agent.
// @category - Proximities
// @tags - abstract
// The owning agent whose neighbors are found in the group
GSAISteeringAgent *agent;
// The agents who are part of this group and could be potential neighbors
Array agents = Array();
// Returns a number of neighbors based on a `callback` function.
//
// `_find_neighbors` calls `callback` for each agent in the `agents` array and
// adds one to the count if its `callback` returns true.
// @tags - virtual
// Base container type that stores data to find the neighbors of an agent.
// @category - Proximities
// @tags - abstract
// The owning agent whose neighbors are found in the group
GSAISteeringAgent *agent;
// The agents who are part of this group and could be potential neighbors
Array agents = Array();
// Returns a number of neighbors based on a `callback` function.
//
// `_find_neighbors` calls `callback` for each agent in the `agents` array and
// adds one to the count if its `callback` returns true.
// @tags - virtual
};
#endif

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#include "gsai_radius_proximity.h"
float GSAIRadiusProximity::get_radius() const {
return radius;
return radius;
}
void GSAIRadiusProximity::set_radius(const float val) {
radius = val;
radius = val;
}
int GSAIRadiusProximity::get__last_frame() const {
return _last_frame;
return _last_frame;
}
void GSAIRadiusProximity::set__last_frame(const int val) {
_last_frame = val;
_last_frame = val;
}
SceneTree GSAIRadiusProximity::get_*_scene_tree() {
return *_scene_tree;
SceneTree GSAIRadiusProximity::get_ *_scene_tree() {
return *_scene_tree;
}
void GSAIRadiusProximity::set_*_scene_tree(const SceneTree &val) {
*_scene_tree = val;
void GSAIRadiusProximity::set_ *_scene_tree(const SceneTree &val) {
*_scene_tree = val;
}
// Determines any agent that is in the specified list as being neighbors with the owner agent if;
// they lie within the specified radius.;
// @category - Proximities;
// The radius around the owning agent to find neighbors in;
float radius = 0.0;
int _last_frame = 0;
SceneTree *_scene_tree;
// Determines any agent that is in the specified list as being neighbors with the owner agent if;
// they lie within the specified radius.;
// @category - Proximities;
// The radius around the owning agent to find neighbors in;
float radius = 0.0;
int _last_frame = 0;
SceneTree *_scene_tree;
void GSAIRadiusProximity::_init() {
_scene_tree = Engine.get_main_loop();
void GSAIRadiusProximity::_init() {
_scene_tree = Engine.get_main_loop();
}
// Returns a number of neighbors based on a `callback` function.;
//;
// `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within;
// the radius around the owning agent and adds one to the count if its `callback` returns true.;
// @tags - virtual;
// Returns a number of neighbors based on a `callback` function.;
//;
// `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within;
// the radius around the owning agent and adds one to the count if its `callback` returns true.;
// @tags - virtual;
int GSAIRadiusProximity::_find_neighbors(const FuncRef &callback) {
int agent_count = agents.size();
int neighbor_count = 0;
int current_frame = ;
int GSAIRadiusProximity::_find_neighbors(const FuncRef &callback) {
int agent_count = agents.size();
int neighbor_count = 0;
int current_frame = ;
if (_scene_tree) {
current_frame = _scene_tree.get_frame();
if (_scene_tree) {
current_frame = _scene_tree.get_frame();
}
else {
current_frame = -_last_frame;
}
if (current_frame != _last_frame) {
_last_frame = current_frame;
Vector3 owner_position = agent.position;
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
if (current_agent != agent) {
float distance_squared = owner_position.distance_squared_to(current_agent.position);
float range_to = radius + current_agent.bounding_radius;
if (distance_squared < range_to * range_to) {
if (callback.call_func(current_agent)) {
current_agent.is_tagged = true;
neighbor_count += 1;
continue;
}
}
}
current_agent.is_tagged = false;
}
}
else {
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
if (current_agent != agent && current_agent.is_tagged) {
if (callback.call_func(current_agent)) {
neighbor_count += 1;
}
}
}
}
return neighbor_count;
}
}
else {
current_frame = -_last_frame;
GSAIRadiusProximity::GSAIRadiusProximity() {
radius = 0.0;
_last_frame = 0;
*_scene_tree;
}
if (current_frame != _last_frame) {
_last_frame = current_frame;
Vector3 owner_position = agent.position;
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
if (current_agent != agent) {
float distance_squared = owner_position.distance_squared_to(current_agent.position);
float range_to = radius + current_agent.bounding_radius;
if (distance_squared < range_to * range_to) {
if (callback.call_func(current_agent)) {
current_agent.is_tagged = true;
neighbor_count += 1;
continue;
GSAIRadiusProximity::~GSAIRadiusProximity() {
}
static void GSAIRadiusProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_radius"), &GSAIRadiusProximity::get_radius);
ClassDB::bind_method(D_METHOD("set_radius", "value"), &GSAIRadiusProximity::set_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
ClassDB::bind_method(D_METHOD("get__last_frame"), &GSAIRadiusProximity::get__last_frame);
ClassDB::bind_method(D_METHOD("set__last_frame", "value"), &GSAIRadiusProximity::set__last_frame);
ADD_PROPERTY(PropertyInfo(Variant::INT, "_last_frame"), "set__last_frame", "get__last_frame");
ClassDB::bind_method(D_METHOD("get_*_scene_tree"), &GSAIRadiusProximity::get_ * _scene_tree);
ClassDB::bind_method(D_METHOD("set_*_scene_tree", "value"), &GSAIRadiusProximity::set_ * _scene_tree);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_scene_tree", PROPERTY_HINT_RESOURCE_TYPE, "SceneTree"), "set_*_scene_tree", "get_*_scene_tree");
ClassDB::bind_method(D_METHOD("_init"), &GSAIRadiusProximity::_init);
ClassDB::bind_method(D_METHOD("_find_neighbors", "callback"), &GSAIRadiusProximity::_find_neighbors);
}
}
current_agent.is_tagged = false;
}
}
else {
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
if (current_agent != agent && current_agent.is_tagged) {
if (callback.call_func(current_agent)) {
neighbor_count += 1;
}
}
}
}
return neighbor_count;
}
}
GSAIRadiusProximity::GSAIRadiusProximity() {
radius = 0.0;
_last_frame = 0;
*_scene_tree;
}
GSAIRadiusProximity::~GSAIRadiusProximity() {
}
static void GSAIRadiusProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_radius"), &GSAIRadiusProximity::get_radius);
ClassDB::bind_method(D_METHOD("set_radius", "value"), &GSAIRadiusProximity::set_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
ClassDB::bind_method(D_METHOD("get__last_frame"), &GSAIRadiusProximity::get__last_frame);
ClassDB::bind_method(D_METHOD("set__last_frame", "value"), &GSAIRadiusProximity::set__last_frame);
ADD_PROPERTY(PropertyInfo(Variant::INT, "_last_frame"), "set__last_frame", "get__last_frame");
ClassDB::bind_method(D_METHOD("get_*_scene_tree"), &GSAIRadiusProximity::get_*_scene_tree);
ClassDB::bind_method(D_METHOD("set_*_scene_tree", "value"), &GSAIRadiusProximity::set_*_scene_tree);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_scene_tree", PROPERTY_HINT_RESOURCE_TYPE, "SceneTree"), "set_*_scene_tree", "get_*_scene_tree");
ClassDB::bind_method(D_METHOD("_init"), &GSAIRadiusProximity::_init);
ClassDB::bind_method(D_METHOD("_find_neighbors", "callback"), &GSAIRadiusProximity::_find_neighbors);
}

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#ifndef GSAIRADIUSPROXIMITY_H
#define GSAIRADIUSPROXIMITY_H
class GSAIRadiusProximity : public GSAIProximity {
GDCLASS(GSAIRadiusProximity, GSAIProximity);
GDCLASS(GSAIRadiusProximity, GSAIProximity);
public:
public:
float get_radius() const;
void set_radius(const float val);
float get_radius() const;
void set_radius(const float val);
int get__last_frame() const;
void set__last_frame(const int val);
int get__last_frame() const;
void set__last_frame(const int val);
SceneTree get_ *_scene_tree();
void set_ *_scene_tree(const SceneTree &val);
SceneTree get_*_scene_tree();
void set_*_scene_tree(const SceneTree &val);
void _init();
int _find_neighbors(const FuncRef &callback);
void _init();
int _find_neighbors(const FuncRef &callback);
GSAIRadiusProximity();
~GSAIRadiusProximity();
GSAIRadiusProximity();
~GSAIRadiusProximity();
protected:
static void _bind_methods();
protected:
static void _bind_methods();
// Determines any agent that is in the specified list as being neighbors with the owner agent if
// they lie within the specified radius.
// @category - Proximities
// The radius around the owning agent to find neighbors in
float radius = 0.0;
int _last_frame = 0;
SceneTree *_scene_tree;
// Returns a number of neighbors based on a `callback` function.
//
// `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within
// the radius around the owning agent and adds one to the count if its `callback` returns true.
// @tags - virtual
// Determines any agent that is in the specified list as being neighbors with the owner agent if
// they lie within the specified radius.
// @category - Proximities
// The radius around the owning agent to find neighbors in
float radius = 0.0;
int _last_frame = 0;
SceneTree *_scene_tree;
// Returns a number of neighbors based on a `callback` function.
//
// `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within
// the radius around the owning agent and adds one to the count if its `callback` returns true.
// @tags - virtual
};
#endif