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@@ -1,117 +0,0 @@
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-extends Spatial
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-
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-
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-const SPEED = 10.0
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-
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-var camrot = 0.0
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-var m = SpatialMaterial.new()
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-
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-var map
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-
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-var path = []
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-var show_path = true
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-
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-onready var robot = get_node("RobotBase")
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-onready var camera = get_node("CameraBase/Camera")
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-
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-
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-func _ready():
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- set_process_input(true)
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- m.flags_unshaded = true
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- m.flags_use_point_size = true
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- m.albedo_color = Color.white
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-
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- # use call deferred to make sure the entire SceneTree Nodes are setup
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- # else yield on 'physics_frame' in a _ready() might get stuck
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- call_deferred("setup_navserver")
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-
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-
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-func _physics_process(delta):
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- var direction = Vector3()
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-
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- # We need to scale the movement speed by how much delta has passed,
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- # otherwise the motion won't be smooth.
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- var step_size = delta * SPEED
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-
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- if path.size() > 0:
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- # Direction is the difference between where we are now
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- # and where we want to go.
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- var destination = path[0]
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- direction = destination - robot.translation
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-
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- # If the next node is closer than we intend to 'step', then
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- # take a smaller step. Otherwise we would go past it and
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- # potentially go through a wall or over a cliff edge!
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- if step_size > direction.length():
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- step_size = direction.length()
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- # We should also remove this node since we're about to reach it.
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- path.remove(0)
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-
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- # Move the robot towards the path node, by how far we want to travel.
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- # Note: For a KinematicBody, we would instead use move_and_slide
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- # so collisions work properly.
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- robot.translation += direction.normalized() * step_size
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-
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- # Lastly let's make sure we're looking in the direction we're traveling.
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- # Clamp y to 0 so the robot only looks left and right, not up/down.
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- direction.y = 0
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- if direction:
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- # Direction is relative, so apply it to the robot's location to
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- # get a point we can actually look at.
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- var look_at_point = robot.translation + direction.normalized()
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- # Make the robot look at the point.
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- robot.look_at(look_at_point, Vector3.UP)
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-
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-
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-func setup_navserver():
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- # create a new navigation map
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- map = NavigationServer.map_create()
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- NavigationServer.map_set_up(map, Vector3.UP)
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- NavigationServer.map_set_active(map, true)
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-
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- # create a new navigation region and add it to the map
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- var region = NavigationServer.region_create()
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- NavigationServer.region_set_transform(region, Transform())
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- NavigationServer.region_set_map(region, map)
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-
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- # sets navigation mesh for the region
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- var navigation_mesh = NavigationMesh.new()
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- navigation_mesh = $NavigationMeshInstance_Level.navmesh
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- NavigationServer.region_set_navmesh(region, navigation_mesh)
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-
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- # wait for NavigationServer sync to adapt to made changes
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- yield(get_tree(), "physics_frame")
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-
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-
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-func _unhandled_input(event):
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- if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
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- var from = camera.project_ray_origin(event.position)
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- var to = from + camera.project_ray_normal(event.position) * 1000
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- var target_point = NavigationServer.map_get_closest_point_to_segment(map, from, to)
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- var optimize_path = true
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-
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- # Set the path between the robots current location and our target.
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- path = NavigationServer.map_get_path(map,robot.translation, target_point, optimize_path)
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-
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- if show_path:
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- draw_path(path)
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-
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- if event is InputEventMouseMotion:
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- if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
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- camrot += event.relative.x * 0.005
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- get_node("CameraBase").set_rotation(Vector3(0, camrot, 0))
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- print("Camera Rotation: ", camrot)
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-
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-
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-func draw_path(path_array):
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- var im = get_node("Draw")
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- im.set_material_override(m)
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- im.clear()
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- im.begin(Mesh.PRIMITIVE_POINTS, null)
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- im.add_vertex(path_array[0])
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- im.add_vertex(path_array[path_array.size() - 1])
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- im.end()
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- im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
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- for x in path:
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- im.add_vertex(x)
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- im.end()
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