remove bug and add spider - add advanced flow field debug vis
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@@ -1,24 +0,0 @@
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extends Node3D
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@onready var flow_field_navigation: FlowFieldNav = %FlowFieldNavigation
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@export var move_speed = 3
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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DebugDraw3D.draw_sphere(position, .5)
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var cell = flow_field_navigation.get_cell_from_pos(position)
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if cell.flow_direction.length() > 0.0:
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# Normalisierte Bewegung in Flow-Richtung
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var movement = cell.flow_direction.normalized() * move_speed * delta
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global_transform.origin += movement # Position aktualisierennormalized() * speed
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# Rotation: Gegner schaut in Bewegungsrichtung (XZ-Ebene)
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var target_rotation = Quaternion(Vector3.UP, atan2(-cell.flow_direction.x, -cell.flow_direction.z))
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global_transform.basis = Basis(target_rotation)
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@@ -1,80 +1,117 @@
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extends Node3D
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class_name FlowFieldNav
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@onready var player: Player = %player
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@export_category("Debug Visualization")
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@export_group("Grid Center")
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@export var show_grid_center: bool = false
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@export_color_no_alpha var grid_center_color: Color = Color(1, 1, 1, 1)
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@export var grid_center_size: float = 0.5
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@export_group("Border")
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@export var show_border: bool = false
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@export_color_no_alpha var border_color: Color = Color(1, 1, 1, 1)
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@export_group("Cells")
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@export_subgroup("X Lines")
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@export var show_x_lines: bool = false
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@export_color_no_alpha var x_lines_color: Color = Color(1, 1, 1)
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@export_subgroup("Z Lines")
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@export var show_z_lines: bool = false
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@export_color_no_alpha var z_lines_color: Color = Color(1, 1, 1)
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@export_group("Arrows")
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@export var show_arrows: bool = false
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@export_color_no_alpha var cell_center_color: Color = Color(1, 1, 1)
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@export var cell_center_size: float = 0.2
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@export_group("Debug")
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@export var debugVisu: bool = true
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@export var line_color: Color = Color(1, 1, 1, 1)
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@export_group("Grid")
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@export var grid_size: int = 10
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@export_category("Grid")
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@export var cell_size: float = 1.0
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@export_group("Grid Size", "grid_size_")
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@export var grid_size_x: int = 2
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@export var grid_size_z: int = 5
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var _cells: Dictionary
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var grid_offset: Vector3
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var target_position: Vector3
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var target_cell: FlowFieldCell
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var lines: PackedVector3Array
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var flow_direction_list: Array[Vector2] = []
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func _ready() -> void:
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var half_size = (grid_size * cell_size) * 0.5
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grid_offset = Vector3(-half_size + (cell_size * 0.5), 0, -half_size + (cell_size * 0.5))
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create_grid()
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# Vertikale Linien
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for x in range(grid_size + 1):
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var pos_x = x * cell_size + grid_offset.x - (cell_size * 0.5)
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lines.append(Vector3(pos_x, 0, grid_offset.z - (cell_size * 0.5)))
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lines.append(Vector3(pos_x, 0, grid_offset.z + grid_size * cell_size - (cell_size * 0.5)))
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# Horizontale Linien
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for z in range(grid_size + 1):
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var pos_z = z * cell_size + grid_offset.z - (cell_size * 0.5)
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lines.append(Vector3(grid_offset.x - (cell_size * 0.5), 0, pos_z))
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lines.append(Vector3(grid_offset.x + grid_size * cell_size - (cell_size * 0.5), 0, pos_z))
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func create_grid() -> void:
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_cells.clear()
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for x in range(grid_size):
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for z in range(grid_size):
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var cell = FlowFieldCell.new()
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var world_x = x * cell_size + grid_offset.x
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var world_z = z * cell_size + grid_offset.z
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cell.position = Vector3(world_x, 0, world_z)
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cell.cell_size = cell_size
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_cells[Vector3(x, 0, z)] = cell # Dictionary mit Grid-Koordinaten als Key
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for x in range(grid_size_x):
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for z in range(grid_size_z):
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flow_direction_list.append(Vector2(0.0, 0.0))
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func _process(delta: float) -> void:
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target_position = Vector3(player.position.x, 0, player.position.z)
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var new_target_cell = get_cell_from_pos(target_position)
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if target_cell != null and target_cell != new_target_cell:
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target_cell.is_target = false
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new_target_cell.is_target = true
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target_cell = new_target_cell
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else:
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target_cell = new_target_cell
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target_cell.is_target = true
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_draw_debug()
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func _draw_debug():
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if show_grid_center:
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DebugDraw3D.draw_sphere(position, grid_center_size, grid_center_color)
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if show_border:
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_draw_border()
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if debugVisu:
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_debug_draw_grid()
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for cell in _cells.values():
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cell.debug_process()
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for cell in _cells.values():
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cell.update(target_position)
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if show_x_lines:
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_draw_x_lines()
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if show_z_lines:
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_draw_z_lines()
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func _debug_draw_grid() -> void:
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DebugDraw3D.draw_lines(lines, line_color)
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if show_arrows:
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_draw_arrows()
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func _draw_border():
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var half_size_x = (grid_size_x * cell_size) * 0.5
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var half_size_z = (grid_size_z * cell_size) * 0.5
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func get_cell_from_pos(world_pos: Vector3) -> FlowFieldCell:
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var grid_x = int((world_pos.x - grid_offset.x) / cell_size)
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var grid_z = int((world_pos.z - grid_offset.z) / cell_size)
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var cell_pos = Vector3(grid_x, 0, grid_z)
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var top_left = position - Vector3(half_size_x, 0 , half_size_z)
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var top_right = position + Vector3(half_size_x, 0, -half_size_z)
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var bottom_left = position - Vector3(half_size_x, 0, -half_size_z)
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var bottom_right = position + Vector3(half_size_x, 0, half_size_z)
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var lines: PackedVector3Array
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lines.append_array(PackedVector3Array([top_left, top_right]))
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lines.append_array(PackedVector3Array([top_right, bottom_right]))
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lines.append_array(PackedVector3Array([bottom_right, bottom_left]))
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lines.append_array(PackedVector3Array([bottom_left, top_left]))
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DebugDraw3D.draw_lines(lines, border_color)
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return _cells.get(cell_pos, null)
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func _draw_x_lines():
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var half_size_x = (grid_size_x * cell_size) * 0.5
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var half_size_z = (grid_size_z * cell_size) * 0.5
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var lines: PackedVector3Array
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for x in range(grid_size_x - 1):
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var start = position - Vector3(half_size_x - ((x + 1) * cell_size), 0, half_size_z)
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var end = position - Vector3(half_size_x - ((x + 1) * cell_size), 0, -half_size_z)
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lines.append_array(PackedVector3Array([start, end]))
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DebugDraw3D.draw_lines(lines, x_lines_color)
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func _draw_z_lines():
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var half_size_x = (grid_size_x * cell_size) * 0.5
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var half_size_z = (grid_size_z * cell_size) * 0.5
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var lines: PackedVector3Array
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for z in range(grid_size_z - 1):
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var start = position - Vector3(half_size_x, 0, half_size_z - ((z + 1) * cell_size))
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var end = position - Vector3(-half_size_x, 0, half_size_z - ((z + 1) * cell_size))
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lines.append_array(PackedVector3Array([start, end]))
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DebugDraw3D.draw_lines(lines, z_lines_color)
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func _draw_arrows():
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var half_size_x = (grid_size_x * cell_size) * 0.5
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var half_size_z = (grid_size_z * cell_size) * 0.5
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var points: PackedVector3Array
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for x in range(grid_size_x):
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for z in range(grid_size_z):
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var cell_center = position + Vector3(
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(-half_size_x + (x * cell_size) + (cell_size * 0.5)),
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0,
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(-half_size_z + (z * cell_size) + (cell_size * 0.5))
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)
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points.append(cell_center)
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#var index = z * grid_size_x + x
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#if flow_direction_list[index].length() > 0.0:
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#pass #zeichne pfeil
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#else:
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#DebugDraw3D.draw_sphere(cell_center, cell_center_size, cell_center_color)
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DebugDraw3D.draw_points(points, DebugDraw3D.POINT_TYPE_SQUARE, cell_center_size, cell_center_color)
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func _get_index_from_position(position: Vector3) -> int:
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return 0
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func get_direction_from_position(position: Vector3) -> Vector3:
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var index = _get_index_from_position(position)
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return Vector3(flow_direction_list[index].x, 0, flow_direction_list[index].y)
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@@ -1,14 +1,19 @@
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extends MultiMeshInstance3D
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@export var speed = 5;
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@export var move_speed = 2
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@export var number: int = 100
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@export var stretch: int = 2
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@onready var flow_field_navigation: FlowFieldNav = %FlowFieldNavigation
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@onready var player: Player = %player
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func _ready() -> void:
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for x in range(number):
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for z in range(number):
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var index = z * number + x
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self.multimesh.set_instance_transform(index, Transform3D(Basis(), Vector3(x, 0.0, -z)))
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self.multimesh.set_instance_transform(index, Transform3D(Basis(), Vector3(x * stretch, 0.0, -z * stretch)))
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func _process(delta: float) -> void:
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for x in range(number):
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@@ -16,8 +21,16 @@ func _process(delta: float) -> void:
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var index = z * number + x
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var current_trans = self.multimesh.get_instance_transform(index)
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# Rotation um die Y-Achse (delta für gleichmäßige Drehung)
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var rotation_amount = deg_to_rad(10) * delta # 10 Grad pro Sekunde
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current_trans.basis = current_trans.basis.rotated(Vector3.UP, rotation_amount)
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var cell = flow_field_navigation.get_cell_from_pos(current_trans.origin)
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if cell != null and cell.flow_direction.length() > 0.0:
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var movement = cell.flow_direction.normalized() * move_speed * delta
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current_trans.origin += movement
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self.multimesh.set_instance_transform(index, current_trans)
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var direction_to_player = (player.position - current_trans.origin).normalized()
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var target_rotation_y = Quaternion(Vector3.UP, atan2(-direction_to_player.x, -direction_to_player.z))
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var fix_rotation_x = Quaternion(Vector3.RIGHT, deg_to_rad(-90))
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var fix_rotation_y_180 = Quaternion(Vector3.UP, deg_to_rad(180))
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var final_rotation = fix_rotation_y_180 * target_rotation_y * fix_rotation_x
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current_trans.basis = Basis(final_rotation)
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self.multimesh.set_instance_transform(index, current_trans)
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File diff suppressed because one or more lines are too long
@@ -1,11 +0,0 @@
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[gd_scene load_steps=3 format=3 uid="uid://ck0ymixmnj446"]
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[ext_resource type="Script" path="res://swarm_engine/bug.gd" id="1_ql2rg"]
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[ext_resource type="PackedScene" uid="uid://be1j1x6skha50" path="res://assets/bug/scene.gltf" id="2_0pswm"]
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[node name="Bug" type="Node3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.85631, 13.4907)
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script = ExtResource("1_ql2rg")
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[node name="Sketchfab_Scene" parent="." instance=ExtResource("2_0pswm")]
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transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -1.5, 0, -1.5)
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