extends Navigation # member variables const SPEED = 4.0 var camrot = 0.0 var begin = Vector3() var end = Vector3() var m = FixedMaterial.new() var path = [] var draw_path=false func _process(delta): if (path.size() > 1): var to_walk = delta*SPEED var to_watch = Vector3(0, 1, 0) while(to_walk > 0 and path.size() >= 2): var pfrom = path[path.size() - 1] var pto = path[path.size() - 2] to_watch = (pto - pfrom).normalized() var d = pfrom.distance_to(pto) if (d <= to_walk): path.remove(path.size() - 1) to_walk -= d else: path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d) to_walk = 0 var atpos = path[path.size() - 1] var atdir = to_watch atdir.y = 0 var t = Transform() t.origin = atpos t=t.looking_at(atpos + atdir, Vector3(0, 1, 0)) get_node("robot_base").set_transform(t) if (path.size() < 2): path = [] set_process(false) else: set_process(false) func _update_path(): var p = get_simple_path(begin, end, true) path = Array(p) # Vector3array too complex to use, convert to regular array path.invert() set_process(true) if (draw_path): var im = get_node("draw") im.set_material_override(m) im.clear() im.begin(Mesh.PRIMITIVE_POINTS, null) im.add_vertex(begin) im.add_vertex(end) im.end() im.begin(Mesh.PRIMITIVE_LINE_STRIP, null) for x in p: im.add_vertex(x) im.end() func _input(event): if (event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.pressed): var from = get_node("cambase/Camera").project_ray_origin(event.pos) var to = from + get_node("cambase/Camera").project_ray_normal(event.pos)*100 var p = get_closest_point_to_segment(from, to) begin = get_closest_point(get_node("robot_base").get_translation()) end = p _update_path() if (event.type == InputEvent.MOUSE_MOTION): if (event.button_mask&BUTTON_MASK_MIDDLE): camrot += event.relative_x*0.005 get_node("cambase").set_rotation(Vector3(0, camrot, 0)) print("camrot ", camrot) func _ready(): # Initalization here set_process_input(true) m.set_line_width(3) m.set_point_size(3) m.set_fixed_flag(FixedMaterial.FLAG_USE_POINT_SIZE, true) m.set_flag(Material.FLAG_UNSHADED, true) #begin = get_closest_point(get_node("start").get_translation()) #end = get_closest_point(get_node("end").get_translation()) #call_deferred("_update_path")