Cleaned up GSAIRadiusProximity and GSAIInfiniteProximity aswell.

This commit is contained in:
Relintai 2023-01-14 00:28:56 +01:00
parent 65aa1c4084
commit caf3f1210b
7 changed files with 76 additions and 94 deletions

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@ -16,6 +16,9 @@ sources = [
"gsai_group_behavior.cpp", "gsai_group_behavior.cpp",
"gsai_agent_location.cpp", "gsai_agent_location.cpp",
"proximities/gsai_proximity.cpp", "proximities/gsai_proximity.cpp",
"proximities/gsai_radius_proximity.cpp",
"proximities/gsai_infinite_proximity.cpp",
] ]

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@ -15,6 +15,9 @@ def get_doc_classes():
"GSAIGroupBehavior", "GSAIGroupBehavior",
"GSAIAgentLocation", "GSAIAgentLocation",
"GSAIProximity", "GSAIProximity",
"GSAIRadiusProximity",
"GSAIInfiniteProximity",
] ]
def get_doc_path(): def get_doc_path():

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@ -1,24 +1,24 @@
#include "gsai_infinite_proximity.h" #include "gsai_infinite_proximity.h"
// Determines any agent that is in the specified list as being neighbors with the; #include "../gsai_steering_agent.h"
// owner agent, regardless of distance.; #include "scene/main/scene_tree.h"
// @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 GSAIInfiniteProximity::_find_neighbors(Ref<FuncRef> callback) {
int neighbor_count = 0; int neighbor_count = 0;
int agent_count = agents.size(); int agent_count = agents.size();
Variant arg;
const Variant *argptr[1];
argptr[0] = &arg;
Variant::CallError err;
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count) for (int i = 0; i < agent_count; ++i) {
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent; Ref<GSAISteeringAgent> current_agent = agents[i];
ERR_CONTINUE(!current_agent.is_valid());
if (current_agent != agent) { if (current_agent != agent) {
if (callback.call_func(current_agent)) { if (callback->call_func(argptr, 1, err)) {
neighbor_count += 1; neighbor_count += 1;
} }
} }
@ -26,7 +26,6 @@ int GSAIInfiniteProximity::_find_neighbors(const FuncRef &callback) {
return neighbor_count; return neighbor_count;
} }
}
GSAIInfiniteProximity::GSAIInfiniteProximity() { GSAIInfiniteProximity::GSAIInfiniteProximity() {
} }
@ -34,6 +33,5 @@ GSAIInfiniteProximity::GSAIInfiniteProximity() {
GSAIInfiniteProximity::~GSAIInfiniteProximity() { GSAIInfiniteProximity::~GSAIInfiniteProximity() {
} }
static void GSAIInfiniteProximity::_bind_methods() { void GSAIInfiniteProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("_find_neighbors", "callback"), &GSAIInfiniteProximity::_find_neighbors);
} }

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@ -1,11 +1,16 @@
#ifndef GSAI_INFINITE_PROXIMITY_H #ifndef GSAI_INFINITE_PROXIMITY_H
#define GSAI_INFINITE_PROXIMITY_H #define GSAI_INFINITE_PROXIMITY_H
#include "core/object/func_ref.h"
#include "core/object/reference.h"
#include "gsai_proximity.h"
class GSAIInfiniteProximity : public GSAIProximity { class GSAIInfiniteProximity : public GSAIProximity {
GDCLASS(GSAIInfiniteProximity, GSAIProximity); GDCLASS(GSAIInfiniteProximity, GSAIProximity);
public: public:
int _find_neighbors(const FuncRef &callback); int _find_neighbors(Ref<FuncRef> callback);
GSAIInfiniteProximity(); GSAIInfiniteProximity();
~GSAIInfiniteProximity(); ~GSAIInfiniteProximity();

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@ -1,6 +1,9 @@
#include "gsai_radius_proximity.h" #include "gsai_radius_proximity.h"
#include "../gsai_steering_agent.h"
#include "scene/main/scene_tree.h"
float GSAIRadiusProximity::get_radius() const { float GSAIRadiusProximity::get_radius() const {
return radius; return radius;
} }
@ -9,84 +12,62 @@ void GSAIRadiusProximity::set_radius(const float val) {
radius = val; radius = val;
} }
int GSAIRadiusProximity::get__last_frame() const { int GSAIRadiusProximity::_find_neighbors(Ref<FuncRef> callback) {
return _last_frame; ERR_FAIL_COND_V(!agent.is_valid(), 0);
}
void GSAIRadiusProximity::set__last_frame(const int val) {
_last_frame = val;
}
SceneTree GSAIRadiusProximity::get_ *_scene_tree() {
return *_scene_tree;
}
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;
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;
int GSAIRadiusProximity::_find_neighbors(const FuncRef &callback) {
int agent_count = agents.size(); int agent_count = agents.size();
int neighbor_count = 0; int neighbor_count = 0;
int current_frame = ; int current_frame;
Variant arg;
const Variant *argptr[1];
argptr[0] = &arg;
Variant::CallError err;
if (_scene_tree) { SceneTree *scene_tree = SceneTree::get_singleton();
current_frame = _scene_tree.get_frame();
}
else { if (scene_tree) {
current_frame = scene_tree->get_frame();
} else {
current_frame = -_last_frame; current_frame = -_last_frame;
} }
if (current_frame != _last_frame) { if (current_frame != _last_frame) {
_last_frame = current_frame; _last_frame = current_frame;
Vector3 owner_position = agent.position; Vector3 owner_position = agent->get_position();
for (int i = 0; i < agent_count; ++i) { //i in range(agent_count) for (int i = 0; i < agent_count; ++i) {
GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent; Ref<GSAISteeringAgent> current_agent = agents[i];
ERR_CONTINUE(!current_agent.is_valid());
if (current_agent != agent) { if (current_agent != agent) {
float distance_squared = owner_position.distance_squared_to(current_agent.position); float distance_squared = owner_position.distance_squared_to(current_agent->get_position());
float range_to = radius + current_agent.bounding_radius; float range_to = radius + current_agent->get_bounding_radius();
arg = current_agent.get_ref_ptr();
if (distance_squared < range_to * range_to) { if (distance_squared < range_to * range_to) {
if (callback.call_func(current_agent)) { if (callback->call_func(argptr, 1, err)) {
current_agent.is_tagged = true; current_agent->set_is_tagged(true);
neighbor_count += 1; neighbor_count += 1;
continue; continue;
} }
} }
} }
current_agent.is_tagged = false; current_agent->set_is_tagged(false);
} }
} } else {
for (int i = 0; i < agent_count; ++i) {
Ref<GSAISteeringAgent> current_agent = agents[i];
else { ERR_CONTINUE(!current_agent.is_valid());
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 (current_agent != agent && current_agent->get_is_tagged()) {
if (callback.call_func(current_agent)) { arg = current_agent.get_ref_ptr();
if (callback->call_func(argptr, 1, err)) {
neighbor_count += 1; neighbor_count += 1;
} }
} }
@ -95,30 +76,17 @@ int GSAIRadiusProximity::_find_neighbors(const FuncRef &callback) {
return neighbor_count; return neighbor_count;
} }
}
GSAIRadiusProximity::GSAIRadiusProximity() { GSAIRadiusProximity::GSAIRadiusProximity() {
radius = 0.0; radius = 0.0;
_last_frame = 0; _last_frame = 0;
*_scene_tree;
} }
GSAIRadiusProximity::~GSAIRadiusProximity() { GSAIRadiusProximity::~GSAIRadiusProximity() {
} }
static void GSAIRadiusProximity::_bind_methods() { void GSAIRadiusProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_radius"), &GSAIRadiusProximity::get_radius); ClassDB::bind_method(D_METHOD("get_radius"), &GSAIRadiusProximity::get_radius);
ClassDB::bind_method(D_METHOD("set_radius", "value"), &GSAIRadiusProximity::set_radius); ClassDB::bind_method(D_METHOD("set_radius", "value"), &GSAIRadiusProximity::set_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_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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@ -1,6 +1,13 @@
#ifndef GSAI_RADIUS_PROXIMITY_H #ifndef GSAI_RADIUS_PROXIMITY_H
#define GSAI_RADIUS_PROXIMITY_H #define GSAI_RADIUS_PROXIMITY_H
#include "core/object/func_ref.h"
#include "core/object/reference.h"
#include "gsai_proximity.h"
class SceneTree;
class GSAIRadiusProximity : public GSAIProximity { class GSAIRadiusProximity : public GSAIProximity {
GDCLASS(GSAIRadiusProximity, GSAIProximity); GDCLASS(GSAIRadiusProximity, GSAIProximity);
@ -8,14 +15,7 @@ public:
float get_radius() const; float get_radius() const;
void set_radius(const float val); void set_radius(const float val);
int get__last_frame() const; int _find_neighbors(Ref<FuncRef> callback);
void set__last_frame(const int val);
SceneTree get_ *_scene_tree();
void set_ *_scene_tree(const SceneTree &val);
void _init();
int _find_neighbors(const FuncRef &callback);
GSAIRadiusProximity(); GSAIRadiusProximity();
~GSAIRadiusProximity(); ~GSAIRadiusProximity();
@ -27,9 +27,8 @@ protected:
// they lie within the specified radius. // they lie within the specified radius.
// @category - Proximities // @category - Proximities
// The radius around the owning agent to find neighbors in // The radius around the owning agent to find neighbors in
float radius = 0.0; float radius;
int _last_frame = 0; int _last_frame;
SceneTree *_scene_tree;
// Returns a number of neighbors based on a `callback` function. // Returns a number of neighbors based on a `callback` function.
// //
// `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within // `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within

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@ -35,6 +35,9 @@ SOFTWARE.
#include "gsai_target_acceleration.h" #include "gsai_target_acceleration.h"
#include "proximities/gsai_proximity.h" #include "proximities/gsai_proximity.h"
#include "proximities/gsai_radius_proximity.h"
#include "proximities/gsai_infinite_proximity.h"
static GSAIUtils *gs_ai_utils = NULL; static GSAIUtils *gs_ai_utils = NULL;
void register_steering_ai_types() { void register_steering_ai_types() {
@ -49,6 +52,9 @@ void register_steering_ai_types() {
ClassDB::register_class<GSAIGroupBehavior>(); ClassDB::register_class<GSAIGroupBehavior>();
ClassDB::register_class<GSAIAgentLocation>(); ClassDB::register_class<GSAIAgentLocation>();
ClassDB::register_class<GSAIProximity>(); ClassDB::register_class<GSAIProximity>();
ClassDB::register_class<GSAIRadiusProximity>();
ClassDB::register_class<GSAIInfiniteProximity>();
} }
void unregister_steering_ai_types() { void unregister_steering_ai_types() {