pandemonium_engine/modules/steering_ai/proximities/gsai_radius_proximity.cpp

123 lines
4.4 KiB
C++

/*************************************************************************/
/* gsai_radius_proximity.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_radius_proximity.h"
#include "../gsai_steering_agent.h"
#include "scene/main/scene_tree.h"
float GSAIRadiusProximity::get_radius() const {
return radius;
}
void GSAIRadiusProximity::set_radius(const float val) {
radius = val;
}
int GSAIRadiusProximity::_find_neighbors(Ref<FuncRef> callback) {
ERR_FAIL_COND_V(!agent.is_valid(), 0);
int agent_count = agents.size();
int neighbor_count = 0;
int current_frame;
Variant arg;
const Variant *argptr[1];
argptr[0] = &arg;
Variant::CallError err;
SceneTree *scene_tree = SceneTree::get_singleton();
if (scene_tree) {
current_frame = scene_tree->get_frame();
} else {
current_frame = -_last_frame;
}
if (current_frame != _last_frame) {
_last_frame = current_frame;
Vector3 owner_position = agent->get_position();
for (int i = 0; i < agent_count; ++i) {
Ref<GSAISteeringAgent> current_agent = agents[i];
ERR_CONTINUE(!current_agent.is_valid());
if (current_agent != agent) {
float distance_squared = owner_position.distance_squared_to(current_agent->get_position());
float range_to = radius + current_agent->get_bounding_radius();
arg = current_agent.get_ref_ptr();
if (distance_squared < range_to * range_to) {
if (callback->call_func(argptr, 1, err)) {
current_agent->set_is_tagged(true);
neighbor_count += 1;
continue;
}
}
}
current_agent->set_is_tagged(false);
}
} else {
for (int i = 0; i < agent_count; ++i) {
Ref<GSAISteeringAgent> current_agent = agents[i];
ERR_CONTINUE(!current_agent.is_valid());
if (current_agent != agent && current_agent->get_is_tagged()) {
arg = current_agent.get_ref_ptr();
if (callback->call_func(argptr, 1, err)) {
neighbor_count += 1;
}
}
}
}
return neighbor_count;
}
GSAIRadiusProximity::GSAIRadiusProximity() {
radius = 0.0;
_last_frame = 0;
}
GSAIRadiusProximity::~GSAIRadiusProximity() {
}
void GSAIRadiusProximity::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_radius"), &GSAIRadiusProximity::get_radius);
ClassDB::bind_method(D_METHOD("set_radius", "value"), &GSAIRadiusProximity::set_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
}