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Re-write the 3d/navmesh demo to be easier to follow
The previous code had no comments and had some unintuitive steps. I've re-written and re-structured it, and added comments. Hopefully it will be easier to follow for newcomers to Godot. * Re-write main methods * Various bugfixes (variable conflicts, edge cases) * Comment improvements * Whitespace fixes Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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@@ -3,13 +3,13 @@ extends Navigation
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const SPEED = 10.0
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var camrot = 0.0
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var begin = Vector3()
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var end = Vector3()
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var m = SpatialMaterial.new()
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var path = []
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var draw_path = true
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var show_path = true
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onready var robot = get_node("RobotBase")
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onready var camera = get_node("CameraBase/Camera")
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func _ready():
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set_process_input(true)
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@@ -18,47 +18,54 @@ func _ready():
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m.albedo_color = Color.white
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func _process(delta):
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if path.size() > 1:
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var to_walk = delta * SPEED
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var to_watch = Vector3.UP
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while to_walk > 0 and path.size() >= 2:
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var pfrom = path[path.size() - 1]
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var pto = path[path.size() - 2]
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to_watch = (pto - pfrom).normalized()
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var d = pfrom.distance_to(pto)
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if d <= to_walk:
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path.remove(path.size() - 1)
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to_walk -= d
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else:
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path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk / d)
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to_walk = 0
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func _physics_process(delta):
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var direction = Vector3()
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var atpos = path[path.size() - 1]
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var atdir = to_watch
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atdir.y = 0
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# We need to scale the movement speed by how much delta has passed,
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# otherwise the motion won't be smooth.
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var step_size = delta * SPEED
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var t = Transform()
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t.origin = atpos
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t = t.looking_at(atpos + atdir, Vector3.UP)
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get_node("RobotBase").set_transform(t)
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if path.size() > 0:
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# Direction is the difference between where we are now
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# and where we want to go.
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var destination = path[0]
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direction = destination - robot.translation
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if path.size() < 2:
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path = []
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set_process(false)
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else:
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set_process(false)
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# If the next node is closer than we intend to 'step', then
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# take a smaller step. Otherwise we would go past it and
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# potentially go through a wall or over a cliff edge!
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if step_size > direction.length():
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step_size = direction.length()
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# We should also remove this node since we're about to reach it.
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path.remove(0)
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# Move the robot towards the path node, by how far we want to travel.
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# Note: For a KinematicBody, we would instead use move_and_slide
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# so collisions work properly.
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robot.translation += direction.normalized() * step_size
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# Lastly let's make sure we're looking in the direction we're traveling.
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# Clamp y to 0 so the robot only looks left and right, not up/down.
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direction.y = 0
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if direction:
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# Direction is relative, so apply it to the robot's location to
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# get a point we can actually look at.
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var look_at_point = robot.translation + direction.normalized()
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# Make the robot look at the point.
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robot.look_at(look_at_point, Vector3.UP)
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func _unhandled_input(event):
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
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var from = get_node("CameraBase/Camera").project_ray_origin(event.position)
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var to = from + get_node("CameraBase/Camera").project_ray_normal(event.position) * 100
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var p = get_closest_point_to_segment(from, to)
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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var target_point = get_closest_point_to_segment(from, to)
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begin = get_closest_point(get_node("RobotBase").get_translation())
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end = p
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_update_path()
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# Set the path between the robots current location and our target.
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path = get_simple_path(robot.translation, target_point, true)
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if show_path:
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draw_path(path)
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if event is InputEventMouseMotion:
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if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
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@@ -67,21 +74,15 @@ func _unhandled_input(event):
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print("Camera Rotation: ", camrot)
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func _update_path():
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var p = get_simple_path(begin, end, true)
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path = Array(p) # Vector3 array too complex to use, convert to regular array.
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path.invert()
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set_process(true)
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if draw_path:
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var im = get_node("Draw")
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im.set_material_override(m)
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im.clear()
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im.begin(Mesh.PRIMITIVE_POINTS, null)
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im.add_vertex(begin)
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im.add_vertex(end)
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im.end()
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im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
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for x in p:
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im.add_vertex(x)
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im.end()
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func draw_path(path_array):
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var im = get_node("Draw")
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im.set_material_override(m)
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im.clear()
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im.begin(Mesh.PRIMITIVE_POINTS, null)
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im.add_vertex(path_array[0])
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im.add_vertex(path_array[path_array.size() - 1])
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im.end()
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im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
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for x in path:
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im.add_vertex(x)
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im.end()
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