#include "gsai_path.h" bool GSAIPath::get_is_open() const { return is_open; } void GSAIPath::set_is_open(const bool val) { is_open = val; } float GSAIPath::get_length() const { return length; } void GSAIPath::set_length(const float val) { length = val; } Array GSAIPath::get__segments() { return _segments; } void GSAIPath::set__segments(const Array &val) { _segments = val; } Vector3 GSAIPath::get__nearest_point_on_segment() { return _nearest_point_on_segment; } void GSAIPath::set__nearest_point_on_segment(const Vector3 &val) { _nearest_point_on_segment = val; } Vector3 GSAIPath::get__nearest_point_on_path() { return _nearest_point_on_path; } void GSAIPath::set__nearest_point_on_path(const Vector3 &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 = ; 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.; 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; } _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.; } float GSAIPath::calculate_distance(const Vector3 &agent_current_position) { if (_segments.size() == 0) { return 0.0; } 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; } } 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`.; 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.; Vector3 GSAIPath::get_start_point() { return _segments.front().begin; } // Returns the position of the last point on the path.; Vector3 GSAIPath::get_end_point() { return _segments.back().end; } 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; 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); }