#include "gsai_arrive.h" GSAIAgentLocation GSAIArrive::get_ *target() { return *target; } void GSAIArrive::set_ *target(const GSAIAgentLocation &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; } // Calculates acceleration to take an agent to its target's location. The; // calculation attempts to arrive with zero remaining velocity.; // @category - Individual behaviors; // Target agent to arrive to.; GSAIAgentLocation *target; // Distance from the target for the agent to be considered successfully; // arrived.; float arrival_tolerance = 0.0; // Distance from the target for the agent to begin slowing down.; float deceleration_radius = 0.0; // Represents the time it takes to change acceleration.; float time_to_reach = 0.1; void GSAIArrive::arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) { call("_arrive", acceleration, target_position); } void GSAIArrive::_arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) { Vector3 to_target = target_position - agent.position; float distance = to_target.length(); if (distance <= arrival_tolerance) { acceleration.set_zero(); } else { float desired_speed = agent.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.linear_velocity) * 1.0 / time_to_reach); acceleration.linear = GSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max); acceleration.angular = 0; } } void GSAIArrive::_calculate_steering(const GSAITargetAcceleration &acceleration) { arrive(acceleration, target.position); } } GSAIArrive::GSAIArrive() { *target; arrival_tolerance = 0.0; deceleration_radius = 0.0; time_to_reach = 0.1; } GSAIArrive::~GSAIArrive() { } static 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"); ClassDB::bind_method(D_METHOD("arrive", "acceleration", "target_position"), &GSAIArrive::arrive); ClassDB::bind_method(D_METHOD("_arrive", "acceleration", "target_position"), &GSAIArrive::_arrive); ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIArrive::_calculate_steering); }