pandemonium_engine/modules/steering_ai/gsai_path.h

77 lines
1.9 KiB
C++

#ifndef GSAI_PATH_H
#define GSAI_PATH_H
#include "core/int_types.h"
#include "core/math/vector3.h"
#include "core/variant/array.h"
#include "core/object/reference.h"
class GSAIPath : public Reference {
GDCLASS(GSAIPath, Reference);
public:
bool get_is_open() const;
void set_is_open(const bool val);
float get_length() const;
void set_length(const float val);
Vector3 get_nearest_point_on_segment();
void set_nearest_point_on_segment(const Vector3 &val);
void initialize(const PoolVector3Array &waypoints, const bool _is_open = false);
void create_path(const PoolVector3Array &waypoints);
float calculate_distance(const Vector3 &agent_current_position);
Vector3 calculate_target_position(float target_distance);
Vector3 get_start_point();
Vector3 get_end_point();
float _calculate_point_segment_distance_squared(const Vector3 &start, const Vector3 &end, const Vector3 &position);
GSAIPath();
~GSAIPath();
protected:
struct GSAISegment {
Vector3 begin;
Vector3 end;
float length;
float cumulative_length;
GSAISegment() {
length = 0;
cumulative_length = 0;
}
GSAISegment(const Vector3 &p_begin, const Vector3 &p_end) {
begin = p_begin;
end = p_end;
length = p_begin.distance_to(p_end);
cumulative_length = 0;
}
};
protected:
static void _bind_methods();
// Represents a path made up of Vector3 waypoints, split into segments path
// follow behaviors can use.
// @category - Base types
// If `false`, the path loops.
bool is_open;
// Total length of the path.
float length;
Vector<GSAISegment> _segments;
Vector3 _nearest_point_on_segment;
Vector3 _nearest_point_on_path;
// Creates a path from a list of waypoints.
// Calculates a target position from the path's starting point based on the `target_distance`.
// Returns the position of the first point on the path.
// Returns the position of the last point on the path.
// not exposed helper struct
};
#endif