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123 lines
4.4 KiB
C++
123 lines
4.4 KiB
C++
/*************************************************************************/
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/* gsai_radius_proximity.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_radius_proximity.h"
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#include "../gsai_steering_agent.h"
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#include "scene/main/scene_tree.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::_find_neighbors(Ref<FuncRef> callback) {
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ERR_FAIL_COND_V(!agent.is_valid(), 0);
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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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Variant arg;
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const Variant *argptr[1];
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argptr[0] = &arg;
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Variant::CallError err;
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SceneTree *scene_tree = SceneTree::get_singleton();
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if (scene_tree) {
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current_frame = scene_tree->get_frame();
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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->get_position();
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for (int i = 0; i < agent_count; ++i) {
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Ref<GSAISteeringAgent> current_agent = agents[i];
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ERR_CONTINUE(!current_agent.is_valid());
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if (current_agent != agent) {
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float distance_squared = owner_position.distance_squared_to(current_agent->get_position());
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float range_to = radius + current_agent->get_bounding_radius();
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arg = current_agent.get_ref_ptr();
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if (distance_squared < range_to * range_to) {
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if (callback->call_func(argptr, 1, err)) {
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current_agent->set_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->set_is_tagged(false);
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}
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} else {
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for (int i = 0; i < agent_count; ++i) {
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Ref<GSAISteeringAgent> current_agent = agents[i];
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ERR_CONTINUE(!current_agent.is_valid());
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if (current_agent != agent && current_agent->get_is_tagged()) {
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arg = current_agent.get_ref_ptr();
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if (callback->call_func(argptr, 1, err)) {
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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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GSAIRadiusProximity::GSAIRadiusProximity() {
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radius = 0.0;
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_last_frame = 0;
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}
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GSAIRadiusProximity::~GSAIRadiusProximity() {
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}
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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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}
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