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71 lines
2.4 KiB
C++
71 lines
2.4 KiB
C++
#ifndef GSAISPECIALIZEDAGENT_H
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#define GSAISPECIALIZEDAGENT_H
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class GSAISpecializedAgent : public GSAISteeringAgent {
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GDCLASS(GSAISpecializedAgent, GSAISteeringAgent);
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public:
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bool get_calculate_velocities() const;
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void set_calculate_velocities(const bool val);
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bool get_apply_linear_drag() const;
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void set_apply_linear_drag(const bool val);
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bool get_apply_angular_drag() const;
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void set_apply_angular_drag(const bool val);
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float get_linear_drag_percentage() const;
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void set_linear_drag_percentage(const float val);
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float get_angular_drag_percentage() const;
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void set_angular_drag_percentage(const float val);
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float get_last_orientation() const;
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void set_last_orientation(const float val);
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bool get_applied_steering() const;
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void set_applied_steering(const bool val);
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void apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta);
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void _apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta);
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GSAISpecializedAgent();
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~GSAISpecializedAgent();
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protected:
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static void _bind_methods();
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// A base class for a specialized steering agent that updates itself every frame
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// so the user does not have to. All other specialized agents derive from this.
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// @category - Specialized agents
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// @tags - abstract
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// If `true`, calculates linear and angular velocities based on the previous
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// frame. When `false`, the user must keep those values updated.
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bool calculate_velocities = true;
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// If `true`, interpolates the current linear velocity towards 0 by the
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// `linear_drag_percentage` value.
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// Does not apply to `RigidBody` and `RigidBody2D` nodes.
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bool apply_linear_drag = true;
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// If `true`, interpolates the current angular velocity towards 0 by the
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// `angular_drag_percentage` value.
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// Does not apply to `RigidBody` and `RigidBody2D` nodes.
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bool apply_angular_drag = true;
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// The percentage between the current linear velocity and 0 to interpolate by if
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// `apply_linear_drag` is true.
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// Does not apply to `RigidBody` and `RigidBody2D` nodes.
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float linear_drag_percentage = 0.0;
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// The percentage between the current angular velocity and 0 to interpolate by if
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// `apply_angular_drag` is true.
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// Does not apply to `RigidBody` and `RigidBody2D` nodes.
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float angular_drag_percentage = 0.0;
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float last_orientation = 0.0;
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bool applied_steering = false;
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// Moves the agent's body by target `acceleration`.
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// @tags - virtual
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};
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#endif
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