8639cecf4c
The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
96 lines
2.3 KiB
GDScript
96 lines
2.3 KiB
GDScript
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extends Navigation
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# member variables
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const SPEED = 4.0
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var camrot = 0.0
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var begin = Vector3()
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var end = Vector3()
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var m = FixedMaterial.new()
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var path = []
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var draw_path=false
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func _process(delta):
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if (path.size() > 1):
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var to_walk = delta*SPEED
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var to_watch = Vector3(0, 1, 0)
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while(to_walk > 0 and path.size() >= 2):
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var pfrom = path[path.size() - 1]
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var pto = path[path.size() - 2]
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to_watch = (pto - pfrom).normalized()
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var d = pfrom.distance_to(pto)
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if (d <= to_walk):
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path.remove(path.size() - 1)
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to_walk -= d
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else:
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path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d)
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to_walk = 0
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var atpos = path[path.size() - 1]
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var atdir = to_watch
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atdir.y = 0
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var t = Transform()
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t.origin = atpos
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t=t.looking_at(atpos + atdir, Vector3(0, 1, 0))
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get_node("robot_base").set_transform(t)
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if (path.size() < 2):
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path = []
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set_process(false)
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else:
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set_process(false)
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func _update_path():
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var p = get_simple_path(begin, end, true)
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path = Array(p) # Vector3array too complex to use, convert to regular array
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path.invert()
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set_process(true)
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if (draw_path):
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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(begin)
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im.add_vertex(end)
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im.end()
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im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
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for x in p:
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im.add_vertex(x)
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im.end()
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func _input(event):
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if (event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.pressed):
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var from = get_node("cambase/Camera").project_ray_origin(event.pos)
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var to = from + get_node("cambase/Camera").project_ray_normal(event.pos)*100
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var p = get_closest_point_to_segment(from, to)
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begin = get_closest_point(get_node("robot_base").get_translation())
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end = p
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_update_path()
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if (event.type == InputEvent.MOUSE_MOTION):
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if (event.button_mask&BUTTON_MASK_MIDDLE):
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camrot += event.relative_x*0.005
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get_node("cambase").set_rotation(Vector3(0, camrot, 0))
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print("camrot ", camrot)
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func _ready():
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# Initalization here
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set_process_input(true)
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m.set_line_width(3)
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m.set_point_size(3)
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m.set_fixed_flag(FixedMaterial.FLAG_USE_POINT_SIZE, true)
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m.set_flag(Material.FLAG_UNSHADED, true)
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#begin = get_closest_point(get_node("start").get_translation())
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#end = get_closest_point(get_node("end").get_translation())
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#call_deferred("_update_path")
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