#include "gsaifollowpath.h" GSAIPath GSAIFollowPath::get_*path() { return *path; } void GSAIFollowPath::set_*path(const GSAIPath &val) { *path = val; } float GSAIFollowPath::get_path_offset() const { return path_offset; } void GSAIFollowPath::set_path_offset(const float val) { path_offset = val; } bool GSAIFollowPath::get_is_arrive_enabled() const { return is_arrive_enabled; } void GSAIFollowPath::set_is_arrive_enabled(const bool val) { is_arrive_enabled = val; } float GSAIFollowPath::get_prediction_time() const { return prediction_time; } void GSAIFollowPath::set_prediction_time(const float val) { prediction_time = val; } // Produces a linear acceleration that moves the agent along the specified path.; // @category - Individual behaviors; // The path to follow and travel along.; GSAIPath *path; // The distance along the path to generate the next target position.; float path_offset = 0.0; // Whether to use `GSAIArrive` behavior on an open path.; bool is_arrive_enabled = true; // The amount of time in the future to predict the owning agent's position along; // the path. Setting it to 0.0 will force non-predictive path following.; float prediction_time = 0.0; void GSAIFollowPath::_calculate_steering(const GSAITargetAcceleration &acceleration) { Vector3 location = ; if (prediction_time == 0) { location = agent.position; } else { location = agent.position + (agent.linear_velocity * prediction_time); } float distance = path.calculate_distance(location); float target_distance = distance + path_offset; if (prediction_time > 0 && path.is_open) { if (target_distance < path.calculate_distance(agent.position)) { target_distance = path.length; } } Vector3 target_position = path.calculate_target_position(target_distance); if (is_arrive_enabled && path.is_open) { if (path_offset >= 0) { if (target_distance > path.length - deceleration_radius) { arrive(acceleration, target_position); return; } } else { if (target_distance < deceleration_radius) { arrive(acceleration, target_position); return; } } } acceleration.linear = (target_position - agent.position).normalized(); acceleration.linear *= agent.linear_acceleration_max; acceleration.angular = 0; } } GSAIFollowPath::GSAIFollowPath() { *path; path_offset = 0.0; is_arrive_enabled = true; prediction_time = 0.0; } GSAIFollowPath::~GSAIFollowPath() { } static void GSAIFollowPath::_bind_methods() { ClassDB::bind_method(D_METHOD("get_*path"), &GSAIFollowPath::get_*path); ClassDB::bind_method(D_METHOD("set_*path", "value"), &GSAIFollowPath::set_*path); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*path", PROPERTY_HINT_RESOURCE_TYPE, "GSAIPath"), "set_*path", "get_*path"); ClassDB::bind_method(D_METHOD("get_path_offset"), &GSAIFollowPath::get_path_offset); ClassDB::bind_method(D_METHOD("set_path_offset", "value"), &GSAIFollowPath::set_path_offset); ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_offset"), "set_path_offset", "get_path_offset"); ClassDB::bind_method(D_METHOD("get_is_arrive_enabled"), &GSAIFollowPath::get_is_arrive_enabled); ClassDB::bind_method(D_METHOD("set_is_arrive_enabled", "value"), &GSAIFollowPath::set_is_arrive_enabled); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_arrive_enabled"), "set_is_arrive_enabled", "get_is_arrive_enabled"); ClassDB::bind_method(D_METHOD("get_prediction_time"), &GSAIFollowPath::get_prediction_time); ClassDB::bind_method(D_METHOD("set_prediction_time", "value"), &GSAIFollowPath::set_prediction_time); ADD_PROPERTY(PropertyInfo(Variant::REAL, "prediction_time"), "set_prediction_time", "get_prediction_time"); ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIFollowPath::_calculate_steering); }