mtd/flow_field.gd

166 lines
4.8 KiB
GDScript

class_name FlowField extends Node3D
@export var flow_node_scene: PackedScene
var nodes: Array[FlowNode] = []
var hover: FlowNode = null
var selected: Array[FlowNode] = []
var vector_dirty: bool = false
var goals: Array[FlowNode] = []
var reached: Array[FlowNode] = []
var search_frontier: Array[FlowNode] = []
func _process(delta: float) -> void:
if $CameraFocus/Camera3D/RayCast3D.is_colliding() and !hover:
hover = $CameraFocus/Camera3D/RayCast3D.get_collider()
hover.set_color(Color.RED)
if hover and !$CameraFocus/Camera3D/RayCast3D.is_colliding():
hover.set_color(Color.WEB_GRAY)
hover = null
if selected.size() > 0:
for node: FlowNode in selected:
node.set_color(Color.GREEN)
if goals.size() > 0:
for node: FlowNode in goals:
node.set_color(Color.BLUE)
if selected.size() == 1 and vector_dirty:
$HBoxContainer.visible = true
$HBoxContainer/x.text = str(selected[0].global_position.x)
$HBoxContainer/y.text = str(selected[0].global_position.y)
$HBoxContainer/z.text = str(selected[0].global_position.z)
vector_dirty = false
elif selected.size() != 1:
$HBoxContainer.visible = false
var y: float = Input.get_axis("Move Forward", "Move Backward")
var x: float = Input.get_axis("Move Left", "Move Right")
$CameraFocus.position += Vector3(x, 0, y) * delta * 10
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var from: Vector3 = $CameraFocus/Camera3D.project_ray_origin(event.position)
var to: Vector3 = $CameraFocus/Camera3D.project_local_ray_normal(event.position)
$CameraFocus/Camera3D/RayCast3D.global_position = from
$CameraFocus/Camera3D/RayCast3D.target_position = to * 1000.0
if event is InputEventMouseButton and event.button_index == 1 and hover:
if !selected.has(hover):
selected.append(hover)
vector_dirty = true
if event is InputEventMouseButton and event.button_index == 2 and selected.size() > 0:
for node: FlowNode in selected:
node.set_color(Color.WEB_GRAY)
selected = []
func _on_button_pressed() -> void:
create_node()
func iterate_search() -> void:
var current: FlowNode = search_frontier.pop_front()
for node: FlowNode in current.connections:
if !reached.has(node):
reached.append(node)
if node.traversable:
search_frontier.append(node)
node.best_path = current
#current.set_connector_color(node, Color.DARK_GREEN)
func calculate() -> void:
#if search_frontier.size() > 0:
# iterate_search()
#else:
reached = []
search_frontier = []
for node: FlowNode in goals:
search_frontier.append(node)
reached.append(node)
while search_frontier.size() > 0:
iterate_search()
func _on_x_text_changed() -> void:
selected[0].global_position.x = float($HBoxContainer/x.text)
func _on_y_text_changed() -> void:
selected[0].global_position.y = float($HBoxContainer/y.text)
func _on_z_text_changed() -> void:
selected[0].global_position.z = float($HBoxContainer/z.text)
func _on_button_3_pressed() -> void:
if selected.size() == 2:
if selected[0].connections.has(selected[1]):
disconnect_nodes(selected[0], selected[1])
else:
connect_nodes(selected[0], selected[1])
func _on_button_4_pressed() -> void:
for node: FlowNode in selected:
if goals.has(node):
goals.erase(node)
node.set_color(Color.GREEN)
else:
goals.append(node)
node.set_color(Color.BLUE)
func _on_button_5_pressed() -> void:
if selected.size() == 1:
var node: FlowNode = create_node(selected[0].position)
node.add_connection(selected[0])
selected[0].add_connection(node)
selected[0].set_color(Color.WEB_GRAY)
selected[0] = node
func create_node(pos: Vector3 = Vector3.ZERO) -> FlowNode:
var node: FlowNode = flow_node_scene.instantiate()
node.position = pos
nodes.append(node)
add_child(node)
return node
func connect_nodes(node1: FlowNode, node2: FlowNode) -> void:
if node1 != node2:
node1.add_connection(node2)
node2.add_connection(node1)
func disconnect_nodes(node1: FlowNode, node2: FlowNode) -> void:
if node1 != node2:
node1.remove_connection(node2)
node2.remove_connection(node1)
func _on_button_2_pressed(x_size: int = 9, y_size: int = 9) -> void:
var grid: Array[Array] = []
for x: int in x_size:
var row: Array[FlowNode] = []
for y: int in y_size:
var start_pos: Vector3 = Vector3.ZERO - (Vector3(1.5 * x_size, 0, 1.5 * y_size) / 2.0)
row.append(create_node(start_pos + Vector3(1.5 * x, 0, 1.5 * y)))
grid.append(row)
for x: int in grid.size():
for y: int in grid[x].size():
if y > 0:
connect_nodes(grid[x][y], grid[x][y - 1])
if x > 0:
connect_nodes(grid[x][y], grid[x - 1][y])
if y < grid[x].size() - 1:
connect_nodes(grid[x][y], grid[x][y + 1])
if x < grid.size() - 1:
connect_nodes(grid[x][y], grid[x + 1][y])
func _on_button_6_pressed() -> void:
for node: FlowNode in selected:
node.traversable = !node.traversable