add color helper

This commit is contained in:
Henrik Neumann 2025-02-24 19:39:57 +01:00
parent 6fecc5632c
commit 641b069cb0
3 changed files with 14 additions and 39 deletions

View File

@ -0,0 +1,7 @@
extends Resource
class_name ColorHelper
static func get_direction_color(direction: Vector3) -> Color:
var angle = atan2(direction.z, direction.x)
var hue = (angle / (2.0 * PI)) + 0.5
return Color.from_hsv(hue, 1.0, 1.0)

View File

@ -1,31 +0,0 @@
extends Resource
class_name FlowFieldCell
@export var cell_size: float = 1.0
@export var position: Vector3 = Vector3.ZERO
var flow_direction: Vector3 = Vector3.ZERO
var is_target:bool = false
func update(targetPos: Vector3):
if is_target:
flow_direction = Vector3.ZERO
return
if targetPos != position:
flow_direction = (targetPos - position).normalized() * (cell_size/2)
else:
flow_direction = Vector3.ZERO
func debug_process() -> void:
if flow_direction.length() > 0.0:
var arrow_color = get_direction_color(flow_direction.normalized())
DebugDraw3D.draw_arrow(position, position + flow_direction, arrow_color, 0.1)
else:
DebugDraw3D.draw_sphere(position, 0.05)
func get_direction_color(direction: Vector3) -> Color:
var angle = atan2(direction.z, direction.x)
var hue = (angle / (2.0 * PI)) + 0.5
return Color.from_hsv(hue, 1.0, 1.0)

View File

@ -1,6 +1,9 @@
extends Node3D
class_name FlowFieldNav
# https://docs.godotengine.org/cs/4.x/tutorials/shaders/compute_shaders.html#create-a-local-renderingdevice
# Das Updaten der flow richtung kann auf der grafikkarte gemacht werden mit compute shader
@export_category("Debug Visualization")
@export_group("Grid Center")
@export var show_grid_center: bool = false
@ -32,9 +35,11 @@ class_name FlowFieldNav
@export var target: Node3D = null
var flow_direction_list: Array[Vector2] = []
var half_size_x: float
var half_size_z: float
func _ready() -> void:
for x in range(grid_size_x):
for z in range(grid_size_z):
@ -109,22 +114,16 @@ func _draw_arrows():
if flow_direction_list[index].length() > 0.0:
var direction = Vector3(flow_direction_list[index].x, 0, flow_direction_list[index].y).normalized()
var arrow_end = cell_center + direction * (cell_size * 0.4)
DebugDraw3D.draw_arrow(cell_center, arrow_end, get_direction_color(direction), arrows_size)
DebugDraw3D.draw_arrow(cell_center, arrow_end, ColorHelper.get_direction_color(direction), arrows_size)
else:
points.append(cell_center)
DebugDraw3D.draw_points(points, DebugDraw3D.POINT_TYPE_SQUARE, cell_center_size, cell_center_color)
func get_direction_color(direction: Vector3) -> Color:
var angle = atan2(direction.z, direction.x)
var hue = (angle / (2.0 * PI)) + 0.5
return Color.from_hsv(hue, 1.0, 1.0)
func _get_cell_center_with_coordinates(x:int, z:int) -> Vector3:
return position + Vector3(
(-half_size_x + (x * cell_size) + (cell_size * 0.5)),
0,
(-half_size_z + (z * cell_size) + (cell_size * 0.5))
)
(-half_size_z + (z * cell_size) + (cell_size * 0.5)))
func _get_index_from_position(pos: Vector3) -> int:
var x = int((pos.x - position.x + half_size_x) / cell_size)