96 lines
2.5 KiB
GDScript
96 lines
2.5 KiB
GDScript
extends CharacterBody3D
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@export var speed = 2
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@export var accel = 2
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@onready var nav: NavigationAgent3D = $NavigationAgent3D
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@export var cam: Camera3D
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@export var navres: NavigationRegion3D
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@export var block: PackedScene
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var canMove
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var current = 0
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var path: PackedVector3Array
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signal redid_navmesh
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var destroy: Array
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var rayOrigin= Vector3()
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var rayEnd= Vector3()
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var pathDone = true
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func _ready():
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canMove = false
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destroy = Array()
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print("new drone!")
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func _physics_process(delta):
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var direction = Vector3()
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#if Input.is_action_just_pressed("left_click"):
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# _do_path(_click_intersect())
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if Time.get_ticks_msec()> 20 && current < (path.size()-1) && canMove:
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var next = path[current+1]
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look_at(Vector3(next.x,global_position.y,next.z))
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direction = next - global_position
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direction = direction.normalized()
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velocity = velocity.lerp(direction*speed, accel * delta);
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if self.position.distance_to(next)<nav.path_desired_distance:
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current=current+1
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elif current == path.size()-1 && !pathDone:
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velocity = velocity*0
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cleanUp()
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pathDone = true
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await get_tree().create_timer(0.05).timeout
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#navres.bake_navigation_mesh()
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move_and_slide()
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func _do_path(goal:Vector3):
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_coverPath(goal)
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navres.bake_navigation_mesh()
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current = 0
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pathDone = false
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func _click_intersect():
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cleanUp()
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var space_state = get_world_3d().direct_space_state
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var mouse_position = get_viewport().get_mouse_position()
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rayOrigin = cam.project_ray_origin(mouse_position)
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rayEnd = rayOrigin + cam.project_ray_normal(mouse_position)*2000
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var query = PhysicsRayQueryParameters3D.create(rayOrigin,rayEnd)
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var intersection = space_state.intersect_ray(query)
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if intersection.is_empty():
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intersection = get_global_position()
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print("nothing found")
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#else:
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#print (get_name())
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return intersection.position
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func _coverPath(Target:Vector3): #generates navmesh obstacles where drone is going
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path = NavigationServer3D.map_get_path(get_world_3d().get_navigation_map(),global_position,Target,true)
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#for point in path:
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# var barrier = block.instantiate()
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# navres.add_child(barrier)
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# barrier.position=point
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# destroy.append(barrier)
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for n in (path.size()-1):
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var barrier = block.instantiate()
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navres.add_child(barrier)
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barrier.position=(path[n+1]-path[n])/2+path[n]
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barrier.scale=Vector3(barrier.scale.x,1,(path[n+1]-path[n]).length())
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barrier.look_at(path[n+1])
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destroy.append(barrier)
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func cleanUp(): ##cleans navmesh obstacles
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for d in destroy:
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d.queue_free()
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destroy.clear()
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#func _on_navigation_agent_3d_navigation_finished():
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#cleanUp()
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