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73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
#ifndef GSAISTEERINGAGENT_H
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#define GSAISTEERINGAGENT_H
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class GSAISteeringAgent : public GSAIAgentLocation {
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GDCLASS(GSAISteeringAgent, GSAIAgentLocation);
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public:
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float get_zero_linear_speed_threshold() const;
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void set_zero_linear_speed_threshold(const float val);
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float get_linear_speed_max() const;
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void set_linear_speed_max(const float val);
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float get_linear_acceleration_max() const;
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void set_linear_acceleration_max(const float val);
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float get_angular_speed_max() const;
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void set_angular_speed_max(const float val);
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float get_angular_acceleration_max() const;
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void set_angular_acceleration_max(const float val);
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Vector3 get_linear_velocity();
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void set_linear_velocity(const Vector3 &val);
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float get_angular_velocity() const;
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void set_angular_velocity(const float val);
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float get_bounding_radius() const;
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void set_bounding_radius(const float val);
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bool get_is_tagged() const;
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void set_is_tagged(const bool val);
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GSAISteeringAgent();
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~GSAISteeringAgent();
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protected:
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static void _bind_methods();
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// Adds velocity, speed, and size data to `GSAIAgentLocation`.
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//
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// It is the character's responsibility to keep this information up to date for
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// the steering toolkit to work correctly.
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// @category - Base types
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// The amount of velocity to be considered effectively not moving.
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float zero_linear_speed_threshold = 0.01;
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// The maximum speed at which the agent can move.
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float linear_speed_max = 0.0;
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// The maximum amount of acceleration that any behavior can apply to the agent.
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float linear_acceleration_max = 0.0;
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// The maximum amount of angular speed at which the agent can rotate.
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float angular_speed_max = 0.0;
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// The maximum amount of angular acceleration that any behavior can apply to an
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// agent.
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float angular_acceleration_max = 0.0;
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// Current velocity of the agent.
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Vector3 linear_velocity = Vector3.ZERO;
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// Current angular velocity of the agent.
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float angular_velocity = 0.0;
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// The radius of the sphere that approximates the agent's size in space.
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float bounding_radius = 0.0;
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// Used internally by group behaviors and proximities to mark the agent as already
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// considered.
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bool is_tagged = false;
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};
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#endif
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