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