#include "gsai_arrive.h" #include "../gsai_steering_agent.h" #include "../gsai_target_acceleration.h" #include "../gsai_utils.h" Ref GSAIArrive::get_target() { return target; } void GSAIArrive::set_target(const Ref &val) { target = val; } float GSAIArrive::get_arrival_tolerance() const { return arrival_tolerance; } void GSAIArrive::set_arrival_tolerance(const float val) { arrival_tolerance = val; } float GSAIArrive::get_deceleration_radius() const { return deceleration_radius; } void GSAIArrive::set_deceleration_radius(const float val) { deceleration_radius = val; } float GSAIArrive::get_time_to_reach() const { return time_to_reach; } void GSAIArrive::set_time_to_reach(const float val) { time_to_reach = val; } void GSAIArrive::arrive(const Ref &acceleration, const Vector3 &target_position) { call("_arrive", acceleration, target_position); } void GSAIArrive::_arrive(Ref acceleration, Vector3 target_position) { ERR_FAIL_COND(!agent.is_valid()); Vector3 to_target = target_position - agent->get_position(); float distance = to_target.length(); if (distance <= arrival_tolerance) { acceleration->set_zero(); } else { float desired_speed = agent->get_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->get_linear_velocity()) * 1.0 / time_to_reach); acceleration->set_linear(GSAIUtils::clampedv3(desired_velocity, agent->get_linear_acceleration_max())); acceleration->set_angular(0); } } void GSAIArrive::_calculate_steering(Ref acceleration) { ERR_FAIL_COND(!target.is_valid()); arrive(acceleration, target->get_position()); } GSAIArrive::GSAIArrive() { arrival_tolerance = 0.0; deceleration_radius = 0.0; time_to_reach = 0.1; } GSAIArrive::~GSAIArrive() { } 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"); BIND_VMETHOD(MethodInfo("_arrive", PropertyInfo(Variant::OBJECT, "acceleration", PROPERTY_HINT_RESOURCE_TYPE, "GSAITargetAcceleration"), PropertyInfo(Variant::VECTOR3, "target_position"))); ClassDB::bind_method(D_METHOD("arrive", "acceleration", "target_position"), &GSAIArrive::arrive); ClassDB::bind_method(D_METHOD("_arrive", "acceleration", "target_position"), &GSAIArrive::_arrive); }