pandemonium_engine/modules/steering_ai/agents/gsai_specialized_agent.h

74 lines
2.4 KiB
C++

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