godot/demos/3d/navmesh/navmesh.gd

111 lines
2.3 KiB
GDScript

extends Navigation
# member variables here, example:
# var a=2
# var b="textvar"
const SPEED=4.0
var camrot=0.0
var begin=Vector3()
var end=Vector3()
var m = FixedMaterial.new()
var path=[]
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)
var draw_path=false
func _update_path():
var p = get_simple_path(begin,end,true)
path=Array(p) # Vector3array to 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(ev):
if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==BUTTON_LEFT and ev.pressed):
var from = get_node("cambase/Camera").project_ray_origin(ev.pos)
var to = from+get_node("cambase/Camera").project_ray_normal(ev.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 (ev.type==InputEvent.MOUSE_MOTION):
if (ev.button_mask&BUTTON_MASK_MIDDLE):
camrot+=ev.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")
pass