#include "gsai_radius_proximity.h" #include "../gsai_steering_agent.h" #include "scene/main/scene_tree.h" float GSAIRadiusProximity::get_radius() const { return radius; } void GSAIRadiusProximity::set_radius(const float val) { radius = val; } int GSAIRadiusProximity::_find_neighbors(Ref callback) { ERR_FAIL_COND_V(!agent.is_valid(), 0); int agent_count = agents.size(); int neighbor_count = 0; int current_frame; Variant arg; const Variant *argptr[1]; argptr[0] = &arg; Variant::CallError err; SceneTree *scene_tree = SceneTree::get_singleton(); 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->get_position(); for (int i = 0; i < agent_count; ++i) { Ref current_agent = agents[i]; ERR_CONTINUE(!current_agent.is_valid()); if (current_agent != agent) { float distance_squared = owner_position.distance_squared_to(current_agent->get_position()); float range_to = radius + current_agent->get_bounding_radius(); arg = current_agent.get_ref_ptr(); if (distance_squared < range_to * range_to) { if (callback->call_func(argptr, 1, err)) { current_agent->set_is_tagged(true); neighbor_count += 1; continue; } } } current_agent->set_is_tagged(false); } } else { for (int i = 0; i < agent_count; ++i) { Ref current_agent = agents[i]; ERR_CONTINUE(!current_agent.is_valid()); if (current_agent != agent && current_agent->get_is_tagged()) { arg = current_agent.get_ref_ptr(); if (callback->call_func(argptr, 1, err)) { neighbor_count += 1; } } } } return neighbor_count; } GSAIRadiusProximity::GSAIRadiusProximity() { radius = 0.0; _last_frame = 0; } GSAIRadiusProximity::~GSAIRadiusProximity() { } 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"); }