mirror of
https://github.com/Relintai/pandemonium_engine.git
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125 lines
3.6 KiB
C++
125 lines
3.6 KiB
C++
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#include "gsai_radius_proximity.h"
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float GSAIRadiusProximity::get_radius() const {
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return radius;
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}
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void GSAIRadiusProximity::set_radius(const float val) {
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radius = val;
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}
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int GSAIRadiusProximity::get__last_frame() const {
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return _last_frame;
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}
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void GSAIRadiusProximity::set__last_frame(const int val) {
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_last_frame = val;
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}
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SceneTree GSAIRadiusProximity::get_ *_scene_tree() {
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return *_scene_tree;
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}
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void GSAIRadiusProximity::set_ *_scene_tree(const SceneTree &val) {
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*_scene_tree = val;
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}
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// Determines any agent that is in the specified list as being neighbors with the owner agent if;
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// they lie within the specified radius.;
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// @category - Proximities;
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// The radius around the owning agent to find neighbors in;
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float radius = 0.0;
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int _last_frame = 0;
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SceneTree *_scene_tree;
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void GSAIRadiusProximity::_init() {
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_scene_tree = Engine.get_main_loop();
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}
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// Returns a number of neighbors based on a `callback` function.;
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//;
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// `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within;
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// the radius around the owning agent and adds one to the count if its `callback` returns true.;
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// @tags - virtual;
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int GSAIRadiusProximity::_find_neighbors(const FuncRef &callback) {
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int agent_count = agents.size();
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int neighbor_count = 0;
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int current_frame = ;
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if (_scene_tree) {
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current_frame = _scene_tree.get_frame();
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}
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else {
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current_frame = -_last_frame;
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}
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if (current_frame != _last_frame) {
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_last_frame = current_frame;
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Vector3 owner_position = agent.position;
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for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
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GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
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if (current_agent != agent) {
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float distance_squared = owner_position.distance_squared_to(current_agent.position);
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float range_to = radius + current_agent.bounding_radius;
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if (distance_squared < range_to * range_to) {
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if (callback.call_func(current_agent)) {
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current_agent.is_tagged = true;
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neighbor_count += 1;
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continue;
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}
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}
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}
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current_agent.is_tagged = false;
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}
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}
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else {
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for (int i = 0; i < agent_count; ++i) { //i in range(agent_count)
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GSAISteeringAgent *current_agent = agents[i] as GSAISteeringAgent;
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if (current_agent != agent && current_agent.is_tagged) {
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if (callback.call_func(current_agent)) {
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neighbor_count += 1;
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}
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}
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}
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}
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return neighbor_count;
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}
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}
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GSAIRadiusProximity::GSAIRadiusProximity() {
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radius = 0.0;
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_last_frame = 0;
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*_scene_tree;
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}
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GSAIRadiusProximity::~GSAIRadiusProximity() {
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}
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static void GSAIRadiusProximity::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_radius"), &GSAIRadiusProximity::get_radius);
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ClassDB::bind_method(D_METHOD("set_radius", "value"), &GSAIRadiusProximity::set_radius);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
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ClassDB::bind_method(D_METHOD("get__last_frame"), &GSAIRadiusProximity::get__last_frame);
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ClassDB::bind_method(D_METHOD("set__last_frame", "value"), &GSAIRadiusProximity::set__last_frame);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "_last_frame"), "set__last_frame", "get__last_frame");
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ClassDB::bind_method(D_METHOD("get_*_scene_tree"), &GSAIRadiusProximity::get_ * _scene_tree);
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ClassDB::bind_method(D_METHOD("set_*_scene_tree", "value"), &GSAIRadiusProximity::set_ * _scene_tree);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*_scene_tree", PROPERTY_HINT_RESOURCE_TYPE, "SceneTree"), "set_*_scene_tree", "get_*_scene_tree");
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ClassDB::bind_method(D_METHOD("_init"), &GSAIRadiusProximity::_init);
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ClassDB::bind_method(D_METHOD("_find_neighbors", "callback"), &GSAIRadiusProximity::_find_neighbors);
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}
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