extends Navigation const SPEED = 4.0 var camrot = 0.0 var begin = Vector3() var end = Vector3() var m = SpatialMaterial.new() var path = [] var draw_path = true func _ready(): set_process_input(true) m.flags_unshaded = true m.flags_use_point_size = true m.albedo_color = Color.white func _process(delta): if path.size() > 1: var to_walk = delta * SPEED var to_watch = Vector3.UP while to_walk > 0 and path.size() >= 2: var pfrom = path[path.size() - 1] var pto = path[path.size() - 2] to_watch = (pto - pfrom).normalized() var d = pfrom.distance_to(pto) if d <= to_walk: path.remove(path.size() - 1) to_walk -= d else: path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk / d) to_walk = 0 var atpos = path[path.size() - 1] var atdir = to_watch atdir.y = 0 var t = Transform() t.origin = atpos t = t.looking_at(atpos + atdir, Vector3.UP) get_node("RobotBase").set_transform(t) if path.size() < 2: path = [] set_process(false) else: set_process(false) func _input(event): if event.is_action("ui_cancel"): get_tree().change_scene("res://Menu.tscn") if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed: var from = get_node("CameraBase/Camera").project_ray_origin(event.position) var to = from + get_node("CameraBase/Camera").project_ray_normal(event.position) * 100 var p = get_closest_point_to_segment(from, to) begin = get_closest_point(get_node("RobotBase").get_translation()) end = p _update_path() if event is InputEventMouseMotion: if event.button_mask & (BUTTON_MASK_MIDDLE + BUTTON_MASK_RIGHT): camrot += event.relative.x * 0.005 get_node("CameraBase").set_rotation(Vector3(0, camrot, 0)) print("Camera Rotation: ", camrot) func _update_path(): var p = get_simple_path(begin, end, true) path = Array(p) # Vector3 array too complex to use, convert to regular array. path.invert() set_process(true) if draw_path: # var im = get_node("Draw") # im.set_material_override(m) # im.clear() # im.begin(Mesh.PRIMITIVE_POINTS, null) # im.add_vertex(begin) # im.add_vertex(end) # im.end() # im.begin(Mesh.PRIMITIVE_LINE_STRIP, null) # for x in p: # im.add_vertex(x) # im.end() get_node("RobotBase/target").clear_points() # for i in range(p.size()-1, -1, -1): for i in range(p.size()): var normal = get_closest_point_normal(p[i]).normalized() var offset = normal*0.1 var _transform = Transform(Basis(normal), p[i]+offset) get_node("RobotBase/target").add_point(_transform) get_node("RobotBase/target").smooth() get_node("RobotBase/target").render(true) func _on_back_btn_button_down(): get_tree().change_scene("res://Menu.tscn")