pandemonium_engine/modules/steering_ai/behaviors/gsai_arrive.cpp

111 lines
3.8 KiB
C++

#include "gsai_arrive.h"
GSAIAgentLocation GSAIArrive::get_ *target() {
return *target;
}
void GSAIArrive::set_ *target(const GSAIAgentLocation &val) {
*target = val;
}
float GSAIArrive::get_arrival_tolerance() const {
return arrival_tolerance;
}
void GSAIArrive::set_arrival_tolerance(const float val) {
arrival_tolerance = val;
}
float GSAIArrive::get_deceleration_radius() const {
return deceleration_radius;
}
void GSAIArrive::set_deceleration_radius(const float val) {
deceleration_radius = val;
}
float GSAIArrive::get_time_to_reach() const {
return time_to_reach;
}
void GSAIArrive::set_time_to_reach(const float val) {
time_to_reach = val;
}
// Calculates acceleration to take an agent to its target's location. The;
// calculation attempts to arrive with zero remaining velocity.;
// @category - Individual behaviors;
// Target agent to arrive to.;
GSAIAgentLocation *target;
// Distance from the target for the agent to be considered successfully;
// arrived.;
float arrival_tolerance = 0.0;
// Distance from the target for the agent to begin slowing down.;
float deceleration_radius = 0.0;
// Represents the time it takes to change acceleration.;
float time_to_reach = 0.1;
void GSAIArrive::arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
call("_arrive", acceleration, target_position);
}
void GSAIArrive::_arrive(const GSAITargetAcceleration &acceleration, const Vector3 &target_position) {
Vector3 to_target = target_position - agent.position;
float distance = to_target.length();
if (distance <= arrival_tolerance) {
acceleration.set_zero();
}
else {
float desired_speed = agent.linear_speed_max;
if (distance <= deceleration_radius) {
desired_speed *= distance / deceleration_radius;
}
Vector3 desired_velocity = to_target * desired_speed / distance;
desired_velocity = ((desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach);
acceleration.linear = GSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max);
acceleration.angular = 0;
}
}
void GSAIArrive::_calculate_steering(const GSAITargetAcceleration &acceleration) {
arrive(acceleration, target.position);
}
}
GSAIArrive::GSAIArrive() {
*target;
arrival_tolerance = 0.0;
deceleration_radius = 0.0;
time_to_reach = 0.1;
}
GSAIArrive::~GSAIArrive() {
}
static void GSAIArrive::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_*target"), &GSAIArrive::get_ * target);
ClassDB::bind_method(D_METHOD("set_*target", "value"), &GSAIArrive::set_ * target);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "*target", PROPERTY_HINT_RESOURCE_TYPE, "GSAIAgentLocation"), "set_*target", "get_*target");
ClassDB::bind_method(D_METHOD("get_arrival_tolerance"), &GSAIArrive::get_arrival_tolerance);
ClassDB::bind_method(D_METHOD("set_arrival_tolerance", "value"), &GSAIArrive::set_arrival_tolerance);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "arrival_tolerance"), "set_arrival_tolerance", "get_arrival_tolerance");
ClassDB::bind_method(D_METHOD("get_deceleration_radius"), &GSAIArrive::get_deceleration_radius);
ClassDB::bind_method(D_METHOD("set_deceleration_radius", "value"), &GSAIArrive::set_deceleration_radius);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "deceleration_radius"), "set_deceleration_radius", "get_deceleration_radius");
ClassDB::bind_method(D_METHOD("get_time_to_reach"), &GSAIArrive::get_time_to_reach);
ClassDB::bind_method(D_METHOD("set_time_to_reach", "value"), &GSAIArrive::set_time_to_reach);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_to_reach"), "set_time_to_reach", "get_time_to_reach");
ClassDB::bind_method(D_METHOD("arrive", "acceleration", "target_position"), &GSAIArrive::arrive);
ClassDB::bind_method(D_METHOD("_arrive", "acceleration", "target_position"), &GSAIArrive::_arrive);
ClassDB::bind_method(D_METHOD("_calculate_steering", "acceleration"), &GSAIArrive::_calculate_steering);
}