godot/demos/3d/polygon_path_finder/polygonpathfinder.gd
Rémi Verschelde 6315dd4985 Move polygon_path_finder demo to demos/3d since it uses 3D nodes
Also took the opportunity to "touch" each demo's engine.cfg in reverse alphabetical order to get the listed in natural order in the project manager.
2015-12-09 08:39:12 +01:00

78 lines
2.3 KiB
GDScript

extends Spatial
func _ready():
var pf = PolygonPathFinder.new()
var points = Vector2Array()
var connections = IntArray()
# Poly 1
points.push_back(Vector2(0, 0)) # 0
points.push_back(Vector2(10, 0)) # 1
points.push_back(Vector2(10, 10)) # 2
points.push_back(Vector2(0, 10)) # 3
connections.push_back(0) # Connect vertex 0...
connections.push_back(1) # ... to 1
drawLine(points[0], points[1], get_node("/root/Spatial/Polys"))
connections.push_back(1) # Connect vertex 1...
connections.push_back(2) # ... to 2
drawLine(points[1], points[2], get_node("/root/Spatial/Polys"))
connections.push_back(2) # Etc.
connections.push_back(3)
drawLine(points[2], points[3], get_node("/root/Spatial/Polys"))
connections.push_back(3) # Connect vertex 3...
connections.push_back(0) # ... back to vertex 0, to close the polygon
drawLine(points[3], points[0], get_node("/root/Spatial/Polys"))
# Poly 2, as obstacle inside poly 1
points.push_back(Vector2(2, 0.5)) # 4
points.push_back(Vector2(4, 0.5)) # 5
points.push_back(Vector2(4, 9.5)) # 6
points.push_back(Vector2(2, 9.5)) # 7
connections.push_back(4)
connections.push_back(5)
drawLine(points[4], points[5], get_node("/root/Spatial/Polys"))
connections.push_back(5)
connections.push_back(6)
drawLine(points[5], points[6], get_node("/root/Spatial/Polys"))
connections.push_back(6)
connections.push_back(7)
drawLine(points[6], points[7], get_node("/root/Spatial/Polys"))
connections.push_back(7)
connections.push_back(4)
drawLine(points[7], points[4], get_node("/root/Spatial/Polys"))
print("points: ", points)
print("connections: ", connections)
pf.setup(points, connections)
var path = pf.find_path(Vector2(1, 5), Vector2(8, 5))
var lastStep = null
print("path: ", path)
for step in path:
print("step: ", step)
if (lastStep != null):
var currPathSegment = Vector2Array()
drawLine(lastStep, step, get_node("/root/Spatial/Path"))
lastStep = step
func drawLine(pointA, pointB, immediateGeo):
var drawPosY = 0.1
var im = immediateGeo
im.begin(Mesh.PRIMITIVE_POINTS, null)
im.add_vertex(Vector3(pointA.x, drawPosY, pointA.y))
im.add_vertex(Vector3(pointB.x, drawPosY, pointB.y))
im.end()
im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
im.add_vertex(Vector3(pointA.x, drawPosY, pointA.y))
im.add_vertex(Vector3(pointB.x, drawPosY, pointB.y))
im.end()