mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-07 00:10:09 +01:00
fix for navmesh (re)baking issues in demo - changed level mesh size/scale (was way to small to be useable) - changed navmesh agent settings (default radius to large, slope values to small)
88 lines
2.1 KiB
GDScript
88 lines
2.1 KiB
GDScript
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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func _ready():
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set_process_input(true)
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m.flags_unshaded = true
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m.flags_use_point_size = true
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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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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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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() < 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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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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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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if event is InputEventMouseMotion:
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if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT):
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camrot += event.relative.x * 0.005
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get_node("CameraBase").set_rotation(Vector3(0, camrot, 0))
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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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