mirror of
https://github.com/Relintai/pandemonium_engine.git
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140 lines
5.5 KiB
C++
140 lines
5.5 KiB
C++
/*************************************************************************/
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/* gsai_follow_path.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gsai_follow_path.h"
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#include "../gsai_path.h"
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#include "../gsai_steering_agent.h"
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#include "../gsai_target_acceleration.h"
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Ref<GSAIPath> GSAIFollowPath::get_path() {
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return path;
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}
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void GSAIFollowPath::set_path(const Ref<GSAIPath> &val) {
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path = val;
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}
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float GSAIFollowPath::get_path_offset() const {
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return path_offset;
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}
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void GSAIFollowPath::set_path_offset(const float val) {
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path_offset = val;
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}
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bool GSAIFollowPath::get_is_arrive_enabled() const {
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return is_arrive_enabled;
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}
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void GSAIFollowPath::set_is_arrive_enabled(const bool val) {
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is_arrive_enabled = val;
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}
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float GSAIFollowPath::get_prediction_time() const {
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return prediction_time;
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}
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void GSAIFollowPath::set_prediction_time(const float val) {
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prediction_time = val;
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}
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void GSAIFollowPath::_calculate_steering(Ref<GSAITargetAcceleration> acceleration) {
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ERR_FAIL_COND(!agent.is_valid());
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ERR_FAIL_COND(!path.is_valid());
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Vector3 location;
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if (prediction_time == 0) {
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location = agent->get_position();
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} else {
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location = agent->get_position() + (agent->get_linear_velocity() * prediction_time);
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}
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float distance = path->calculate_distance(location);
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float target_distance = distance + path_offset;
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if (prediction_time > 0 && path->get_is_open()) {
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if (target_distance < path->calculate_distance(agent->get_position())) {
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target_distance = path->get_length();
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}
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}
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Vector3 target_position = path->calculate_target_position(target_distance);
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if (is_arrive_enabled && path->get_is_open()) {
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if (path_offset >= 0) {
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if (target_distance > path->get_length() - deceleration_radius) {
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arrive(acceleration, target_position);
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return;
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}
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} else {
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if (target_distance < deceleration_radius) {
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arrive(acceleration, target_position);
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return;
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}
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}
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}
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Vector3 linear = (target_position - agent->get_position()).normalized();
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linear *= agent->get_linear_acceleration_max();
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acceleration->set_linear(linear);
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acceleration->set_angular(0);
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}
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GSAIFollowPath::GSAIFollowPath() {
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path_offset = 0.0;
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is_arrive_enabled = true;
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prediction_time = 0.0;
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}
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GSAIFollowPath::~GSAIFollowPath() {
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}
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void GSAIFollowPath::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_path"), &GSAIFollowPath::get_path);
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ClassDB::bind_method(D_METHOD("set_path", "value"), &GSAIFollowPath::set_path);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "path", PROPERTY_HINT_RESOURCE_TYPE, "GSAIPath"), "set_path", "get_path");
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ClassDB::bind_method(D_METHOD("get_path_offset"), &GSAIFollowPath::get_path_offset);
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ClassDB::bind_method(D_METHOD("set_path_offset", "value"), &GSAIFollowPath::set_path_offset);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_offset"), "set_path_offset", "get_path_offset");
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ClassDB::bind_method(D_METHOD("get_is_arrive_enabled"), &GSAIFollowPath::get_is_arrive_enabled);
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ClassDB::bind_method(D_METHOD("set_is_arrive_enabled", "value"), &GSAIFollowPath::set_is_arrive_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_arrive_enabled"), "set_is_arrive_enabled", "get_is_arrive_enabled");
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ClassDB::bind_method(D_METHOD("get_prediction_time"), &GSAIFollowPath::get_prediction_time);
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ClassDB::bind_method(D_METHOD("set_prediction_time", "value"), &GSAIFollowPath::set_prediction_time);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "prediction_time"), "set_prediction_time", "get_prediction_time");
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}
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