wave-survival/modules/wave_survival/patrol_path.cpp

71 lines
1.8 KiB
C++

#include "patrol_path.h"
void PatrolPath::_bind_methods() {}
void PatrolPath::child_added(Node *child) {
if (Node3D * child3d{ cast_to<Node3D>(child) }) {
this->path.push_back(child3d);
}
}
void PatrolPath::child_removed(Node *child) {
if (Node3D * child3d{ cast_to<Node3D>(child) }) {
this->path.erase(child3d);
}
}
void PatrolPath::enter_tree() {
this->connect("child_entered_tree", callable_mp(this, &self_type::child_added));
this->connect("child_exiting_tree", callable_mp(this, &self_type::child_removed));
}
void PatrolPath::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
enter_tree();
return;
}
}
int PatrolPath::point_count() const {
return this->path.size();
}
Vector3 PatrolPath::point_at(int &index) const {
index = Math::abs(index) % point_count();
return point_at_unchecked(index);
}
Vector3 PatrolPath::point_at_unchecked(int const index) const {
return this->path.get(index)->get_global_position();
}
Vector3 PatrolPath::get_closest_point(Vector3 global_position, int *idx) {
int best_choice_idx{ -1 };
float best_choice_distance{ Math::INF };
Vector3 point{ 0, 0, 0 };
for (int i{ 0 }; i < point_count(); ++i) {
int const next_idx{ (i + 1) % point_count() };
Vector3 const current{ point_at(i) };
Vector3 const next{ point_at_unchecked(next_idx) };
Vector3 const path_direction{ (next - current).normalized() };
Vector3 const difference{ global_position - current };
Vector3 const closest{ current + path_direction.dot(difference) * path_direction };
float const distance{ global_position.distance_squared_to(closest) };
if (distance < best_choice_distance) {
best_choice_idx = i;
best_choice_distance = distance;
point = closest;
}
}
if (idx) {
*idx = best_choice_idx;
}
return point;
}