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>
This commit is contained in:
Jak
2020-10-15 19:54:12 +01:00
parent 31d54a3540
commit 78c7a48422

View File

@@ -3,13 +3,13 @@ extends Navigation
const SPEED = 10.0
var camrot = 0.0
var begin = Vector3()
var end = Vector3()
var m = SpatialMaterial.new()
var path = []
var draw_path = true
var show_path = true
onready var robot = get_node("RobotBase")
onready var camera = get_node("CameraBase/Camera")
func _ready():
set_process_input(true)
@@ -18,47 +18,54 @@ func _ready():
m.albedo_color = Color.white
func _process(delta):
if path.size() > 1:
var to_walk = delta * SPEED
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]
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
func _physics_process(delta):
var direction = Vector3()
var atpos = path[path.size() - 1]
var atdir = to_watch
atdir.y = 0
# We need to scale the movement speed by how much delta has passed,
# otherwise the motion won't be smooth.
var step_size = delta * SPEED
var t = Transform()
t.origin = atpos
t = t.looking_at(atpos + atdir, Vector3.UP)
get_node("RobotBase").set_transform(t)
if path.size() > 0:
# Direction is the difference between where we are now
# and where we want to go.
var destination = path[0]
direction = destination - robot.translation
if path.size() < 2:
path = []
set_process(false)
else:
set_process(false)
# If the next node is closer than we intend to 'step', then
# take a smaller step. Otherwise we would go past it and
# potentially go through a wall or over a cliff edge!
if step_size > direction.length():
step_size = direction.length()
# We should also remove this node since we're about to reach it.
path.remove(0)
# Move the robot towards the path node, by how far we want to travel.
# Note: For a KinematicBody, we would instead use move_and_slide
# so collisions work properly.
robot.translation += direction.normalized() * step_size
# Lastly let's make sure we're looking in the direction we're traveling.
# Clamp y to 0 so the robot only looks left and right, not up/down.
direction.y = 0
if direction:
# Direction is relative, so apply it to the robot's location to
# get a point we can actually look at.
var look_at_point = robot.translation + direction.normalized()
# Make the robot look at the point.
robot.look_at(look_at_point, Vector3.UP)
func _unhandled_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)
var from = camera.project_ray_origin(event.position)
var to = from + camera.project_ray_normal(event.position) * 1000
var target_point = get_closest_point_to_segment(from, to)
begin = get_closest_point(get_node("RobotBase").get_translation())
end = p
_update_path()
# Set the path between the robots current location and our target.
path = get_simple_path(robot.translation, target_point, true)
if show_path:
draw_path(path)
if event is InputEventMouseMotion:
if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
@@ -67,21 +74,15 @@ func _unhandled_input(event):
print("Camera Rotation: ", camrot)
func _update_path():
var p = get_simple_path(begin, end, true)
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")
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 draw_path(path_array):
var im = get_node("Draw")
im.set_material_override(m)
im.clear()
im.begin(Mesh.PRIMITIVE_POINTS, null)
im.add_vertex(path_array[0])
im.add_vertex(path_array[path_array.size() - 1])
im.end()
im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
for x in path:
im.add_vertex(x)
im.end()