pandemonium_engine/modules/steering_ai/behaviors/gsai_follow_path.cpp

140 lines
5.5 KiB
C++

/*************************************************************************/
/* gsai_follow_path.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_follow_path.h"
#include "../gsai_path.h"
#include "../gsai_steering_agent.h"
#include "../gsai_target_acceleration.h"
Ref<GSAIPath> GSAIFollowPath::get_path() {
return path;
}
void GSAIFollowPath::set_path(const Ref<GSAIPath> &val) {
path = val;
}
float GSAIFollowPath::get_path_offset() const {
return path_offset;
}
void GSAIFollowPath::set_path_offset(const float val) {
path_offset = val;
}
bool GSAIFollowPath::get_is_arrive_enabled() const {
return is_arrive_enabled;
}
void GSAIFollowPath::set_is_arrive_enabled(const bool val) {
is_arrive_enabled = val;
}
float GSAIFollowPath::get_prediction_time() const {
return prediction_time;
}
void GSAIFollowPath::set_prediction_time(const float val) {
prediction_time = val;
}
void GSAIFollowPath::_calculate_steering(Ref<GSAITargetAcceleration> acceleration) {
ERR_FAIL_COND(!agent.is_valid());
ERR_FAIL_COND(!path.is_valid());
Vector3 location;
if (prediction_time == 0) {
location = agent->get_position();
} else {
location = agent->get_position() + (agent->get_linear_velocity() * prediction_time);
}
float distance = path->calculate_distance(location);
float target_distance = distance + path_offset;
if (prediction_time > 0 && path->get_is_open()) {
if (target_distance < path->calculate_distance(agent->get_position())) {
target_distance = path->get_length();
}
}
Vector3 target_position = path->calculate_target_position(target_distance);
if (is_arrive_enabled && path->get_is_open()) {
if (path_offset >= 0) {
if (target_distance > path->get_length() - deceleration_radius) {
arrive(acceleration, target_position);
return;
}
} else {
if (target_distance < deceleration_radius) {
arrive(acceleration, target_position);
return;
}
}
}
Vector3 linear = (target_position - agent->get_position()).normalized();
linear *= agent->get_linear_acceleration_max();
acceleration->set_linear(linear);
acceleration->set_angular(0);
}
GSAIFollowPath::GSAIFollowPath() {
path_offset = 0.0;
is_arrive_enabled = true;
prediction_time = 0.0;
}
GSAIFollowPath::~GSAIFollowPath() {
}
void GSAIFollowPath::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_path"), &GSAIFollowPath::get_path);
ClassDB::bind_method(D_METHOD("set_path", "value"), &GSAIFollowPath::set_path);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "path", PROPERTY_HINT_RESOURCE_TYPE, "GSAIPath"), "set_path", "get_path");
ClassDB::bind_method(D_METHOD("get_path_offset"), &GSAIFollowPath::get_path_offset);
ClassDB::bind_method(D_METHOD("set_path_offset", "value"), &GSAIFollowPath::set_path_offset);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_offset"), "set_path_offset", "get_path_offset");
ClassDB::bind_method(D_METHOD("get_is_arrive_enabled"), &GSAIFollowPath::get_is_arrive_enabled);
ClassDB::bind_method(D_METHOD("set_is_arrive_enabled", "value"), &GSAIFollowPath::set_is_arrive_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_arrive_enabled"), "set_is_arrive_enabled", "get_is_arrive_enabled");
ClassDB::bind_method(D_METHOD("get_prediction_time"), &GSAIFollowPath::get_prediction_time);
ClassDB::bind_method(D_METHOD("set_prediction_time", "value"), &GSAIFollowPath::set_prediction_time);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "prediction_time"), "set_prediction_time", "get_prediction_time");
}