Update 3D navmesh demo to Godot 3.1.2

This commit is contained in:
Aaron Franke
2020-01-29 17:07:18 -05:00
parent 97f9632be4
commit 357620b336
4 changed files with 212 additions and 37 deletions

View File

@@ -1,7 +1,5 @@
extends Navigation
# Member variables
const SPEED = 4.0
var camrot = 0.0
@@ -13,11 +11,17 @@ var m = SpatialMaterial.new()
var path = []
var draw_path = true
func _ready():
set_process_input(true)
m.flags_unshaded = true
m.flags_use_point_size = true
m.albedo_color = Color.white
func _process(delta):
if path.size() > 1:
var to_walk = delta * SPEED
var to_watch = Vector3(0, 1, 0)
var to_watch = Vector3.UP
while to_walk > 0 and path.size() >= 2:
var pfrom = path[path.size() - 1]
var pto = path[path.size() - 2]
@@ -27,7 +31,7 @@ func _process(delta):
path.remove(path.size() - 1)
to_walk -= d
else:
path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d)
path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk / d)
to_walk = 0
var atpos = path[path.size() - 1]
@@ -36,8 +40,8 @@ func _process(delta):
var t = Transform()
t.origin = atpos
t = t.looking_at(atpos + atdir, Vector3(0, 1, 0))
get_node("robot_base").set_transform(t)
t = t.looking_at(atpos + atdir, Vector3.UP)
get_node("RobotBase").set_transform(t)
if path.size() < 2:
path = []
@@ -46,14 +50,31 @@ func _process(delta):
set_process(false)
func _input(event):
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
var from = get_node("CameraBase/Camera").project_ray_origin(event.position)
var to = from + get_node("CameraBase/Camera").project_ray_normal(event.position) * 100
var p = get_closest_point_to_segment(from, to)
begin = get_closest_point(get_node("RobotBase").get_translation())
end = p
_update_path()
if event is InputEventMouseMotion:
if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
camrot += event.relative.x * 0.005
get_node("CameraBase").set_rotation(Vector3(0, camrot, 0))
print("Camera Rotation: ", camrot)
func _update_path():
var p = get_simple_path(begin, end, true)
path = Array(p) # Vector3array too complex to use, convert to regular array
path = Array(p) # Vector3 array too complex to use, convert to regular array.
path.invert()
set_process(true)
if draw_path:
var im = get_node("draw")
var im = get_node("Draw")
im.set_material_override(m)
im.clear()
im.begin(Mesh.PRIMITIVE_POINTS, null)
@@ -64,30 +85,3 @@ func _update_path():
for x in p:
im.add_vertex(x)
im.end()
func _input(event):
# if event extends InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
var from = get_node("cambase/Camera").project_ray_origin(event.position)
var to = from + get_node("cambase/Camera").project_ray_normal(event.position)*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 is InputEventMouseMotion:
if event.button_mask&(BUTTON_MASK_MIDDLE+BUTTON_MASK_RIGHT):
camrot += event.relative.x * 0.005
get_node("cambase").set_rotation(Vector3(0, camrot, 0))
print("camrot ", camrot)
func _ready():
set_process_input(true)
m.flags_unshaded = true
m.flags_use_point_size = true
m.albedo_color = Color(1.0, 1.0, 1.0, 1.0)

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3d/navmesh/navmesh.tscn Normal file

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@@ -16,7 +16,7 @@ _global_script_class_icons={
[application]
config/name="Navmesh Demo"
run/main_scene="res://navmesh.scn"
run/main_scene="res://navmesh.tscn"
config/icon="res://icon.png"
[gdnative]