navmesh.gd 2.1 KB

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  1. extends Navigation
  2. const SPEED = 4.0
  3. var camrot = 0.0
  4. var begin = Vector3()
  5. var end = Vector3()
  6. var m = SpatialMaterial.new()
  7. var path = []
  8. var draw_path = true
  9. func _ready():
  10. set_process_input(true)
  11. m.flags_unshaded = true
  12. m.flags_use_point_size = true
  13. m.albedo_color = Color.white
  14. func _process(delta):
  15. if path.size() > 1:
  16. var to_walk = delta * SPEED
  17. var to_watch = Vector3.UP
  18. while to_walk > 0 and path.size() >= 2:
  19. var pfrom = path[path.size() - 1]
  20. var pto = path[path.size() - 2]
  21. to_watch = (pto - pfrom).normalized()
  22. var d = pfrom.distance_to(pto)
  23. if d <= to_walk:
  24. path.remove(path.size() - 1)
  25. to_walk -= d
  26. else:
  27. path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk / d)
  28. to_walk = 0
  29. var atpos = path[path.size() - 1]
  30. var atdir = to_watch
  31. atdir.y = 0
  32. var t = Transform()
  33. t.origin = atpos
  34. t = t.looking_at(atpos + atdir, Vector3.UP)
  35. get_node("RobotBase").set_transform(t)
  36. if path.size() < 2:
  37. path = []
  38. set_process(false)
  39. else:
  40. set_process(false)
  41. func _input(event):
  42. if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
  43. var from = get_node("CameraBase/Camera").project_ray_origin(event.position)
  44. var to = from + get_node("CameraBase/Camera").project_ray_normal(event.position) * 100
  45. var p = get_closest_point_to_segment(from, to)
  46. begin = get_closest_point(get_node("RobotBase").get_translation())
  47. end = p
  48. _update_path()
  49. if event is InputEventMouseMotion:
  50. if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
  51. camrot += event.relative.x * 0.005
  52. get_node("CameraBase").set_rotation(Vector3(0, camrot, 0))
  53. print("Camera Rotation: ", camrot)
  54. func _update_path():
  55. var p = get_simple_path(begin, end, true)
  56. path = Array(p) # Vector3 array too complex to use, convert to regular array.
  57. path.invert()
  58. set_process(true)
  59. if draw_path:
  60. var im = get_node("Draw")
  61. im.set_material_override(m)
  62. im.clear()
  63. im.begin(Mesh.PRIMITIVE_POINTS, null)
  64. im.add_vertex(begin)
  65. im.add_vertex(end)
  66. im.end()
  67. im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
  68. for x in p:
  69. im.add_vertex(x)
  70. im.end()