/*************************************************************************/ /* gsai_blend.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_blend.h" #include "../gsai_steering_agent.h" #include "../gsai_target_acceleration.h" #include "../gsai_utils.h" void GSAIBlend::add_behavior(const Ref &behavior, const float weight) { ERR_FAIL_COND(!behavior.is_valid()); GSAIBlendBehaviorEntry e; e.behavior = behavior; e.weight = weight; _behaviors.push_back(e); } Ref GSAIBlend::get_behavior(const int index) { ERR_FAIL_INDEX_V(index, _behaviors.size(), Ref()); return _behaviors[index].behavior; } float GSAIBlend::get_behavior_weight(const int index) { ERR_FAIL_INDEX_V(index, _behaviors.size(), 0); return _behaviors[index].weight; } void GSAIBlend::remove_behavior(const int index) { ERR_FAIL_INDEX(index, _behaviors.size()); _behaviors.remove(index); } int GSAIBlend::get_behaviour_count() { return _behaviors.size(); } Ref GSAIBlend::get_accel() { return _accel; } void GSAIBlend::_calculate_steering(Ref blended_accel) { ERR_FAIL_COND(!agent.is_valid()); blended_accel->set_zero(); for (int i = 0; i < _behaviors.size(); ++i) { //i in range(_behaviors.size()) GSAIBlendBehaviorEntry bw = _behaviors[i]; bw.behavior->calculate_steering(_accel); blended_accel->add_scaled_accel(_accel, bw.weight); } blended_accel->set_linear(GSAIUtils::clampedv3(blended_accel->get_linear(), agent->get_linear_acceleration_max())); float angular_acceleration_max = agent->get_angular_acceleration_max(); blended_accel->set_angular(CLAMP(blended_accel->get_angular(), -angular_acceleration_max, angular_acceleration_max)); } GSAIBlend::GSAIBlend() { _accel.instance(); } GSAIBlend::~GSAIBlend() { } void GSAIBlend::_bind_methods() { ClassDB::bind_method(D_METHOD("add_behavior", "behavior", "weight"), &GSAIBlend::add_behavior); ClassDB::bind_method(D_METHOD("get_behavior", "index"), &GSAIBlend::get_behavior); ClassDB::bind_method(D_METHOD("get_behavior_weight", "index"), &GSAIBlend::get_behavior_weight); ClassDB::bind_method(D_METHOD("remove_behavior", "index"), &GSAIBlend::remove_behavior); ClassDB::bind_method(D_METHOD("get_behaviour_count"), &GSAIBlend::get_behaviour_count); ClassDB::bind_method(D_METHOD("get_accel"), &GSAIBlend::get_accel); }