armory/Sources/armory/trait/NavAgent.hx

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package armory.trait;
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import iron.Trait;
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import iron.math.Vec4;
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import iron.math.Quat;
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import iron.system.Tween;
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class NavAgent extends Trait {
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@prop
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public var speed: Float = 5;
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@prop
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public var turnDuration: Float = 0.4;
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var path: Array<Vec4> = null;
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var index = 0;
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var rotAnim: TAnim = null;
var locAnim: TAnim = null;
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public function new() {
super();
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}
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public function setPath(path: Array<Vec4>) {
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stopTween();
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this.path = path;
index = 1;
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notifyOnUpdate(update);
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go();
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}
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function stopTween() {
if (rotAnim != null) Tween.stop(rotAnim);
if (locAnim != null) Tween.stop(locAnim);
}
public function stop() {
stopTween();
path = null;
}
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function shortAngle(from: Float, to: Float): Float {
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if (from < 0) from += Math.PI * 2;
if (to < 0) to += Math.PI * 2;
var delta = Math.abs(from - to);
if (delta > Math.PI) to = Math.PI * 2 - delta;
return to;
}
var orient = new Vec4();
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function go() {
if (path == null || index >= path.length) return;
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var p = path[index];
var dist = Vec4.distance(object.transform.loc, p);
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orient.subvecs(p, object.transform.loc).normalize;
var targetAngle = Math.atan2(orient.y, orient.x) + Math.PI / 2;
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locAnim = Tween.to({ target: object.transform.loc, props: { x: p.x, y: p.y, z: p.z }, duration: dist / speed, done: function() {
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index++;
if (index < path.length) go();
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else removeUpdate(update);
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}});
var q = new Quat();
rotAnim = Tween.to({ target: object.transform, props: { rot: q.fromEuler(0, 0, targetAngle) }, duration: turnDuration});
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}
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function update() {
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object.transform.buildMatrix();
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}
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}