add arrow debuging
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@ -18,6 +18,7 @@ class_name FlowFieldNav
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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 var arrows_size: float = 0.1
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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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@ -27,17 +28,33 @@ class_name FlowFieldNav
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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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@export var target: Node3D = null
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var flow_direction_list: Array[Vector2] = []
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var half_size_x: float
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var half_size_z: float
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func _ready() -> void:
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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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half_size_x = (grid_size_x * cell_size) * 0.5
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half_size_z = (grid_size_z * cell_size) * 0.5
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func _process(delta: float) -> void:
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_update_flow_field()
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_draw_debug()
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func _update_flow_field():
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if target != null:
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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 index = z * grid_size_x + x
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var flow_direction = (target.position - _get_cell_center_with_coordinates(x,z)).normalized() * (cell_size/2)
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flow_direction_list[index] = Vector2(flow_direction.x, flow_direction.z)
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func _draw_debug():
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if show_grid_center:
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@ -55,9 +72,6 @@ func _draw_debug():
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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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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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@ -71,8 +85,6 @@ func _draw_border():
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DebugDraw3D.draw_lines(lines, border_color)
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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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@ -81,8 +93,6 @@ func _draw_x_lines():
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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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@ -91,26 +101,37 @@ func _draw_z_lines():
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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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var cell_center = _get_cell_center_with_coordinates(x,z)
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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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var direction = Vector3(flow_direction_list[index].x, 0, flow_direction_list[index].y).normalized()
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var arrow_end = cell_center + direction * (cell_size * 0.4)
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DebugDraw3D.draw_arrow(cell_center, arrow_end, get_direction_color(direction), arrows_size)
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else:
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points.append(cell_center)
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DebugDraw3D.draw_points(points, DebugDraw3D.POINT_TYPE_SQUARE, cell_center_size, cell_center_color)
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func get_direction_color(direction: Vector3) -> Color:
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var angle = atan2(direction.z, direction.x)
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var hue = (angle / (2.0 * PI)) + 0.5
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return Color.from_hsv(hue, 1.0, 1.0)
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func _get_cell_center_with_coordinates(x:int, z:int) -> Vector3:
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return 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_index_from_position(pos: Vector3) -> int:
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var x = int((pos.x - position.x + half_size_x) / cell_size)
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var z = int((pos.z - position.z + half_size_z) / cell_size)
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if x < 0 or x >= grid_size_x or z < 0 or z >= grid_size_z:
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return -1
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return z * grid_size_x + x
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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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@ -17,7 +17,7 @@ script = ExtResource("1_f0ttr")
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transform = Transform3D(-0.866023, -0.433016, 0.250001, 0, 0.499998, 0.866027, -0.500003, 0.749999, -0.43301, 0, 0, 0)
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shadow_enabled = true
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[node name="FlowFieldNavigation" parent="." instance=ExtResource("1_xwcpn")]
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[node name="FlowFieldNavigation" parent="." node_paths=PackedStringArray("target") instance=ExtResource("1_xwcpn")]
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unique_name_in_owner = true
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show_grid_center = true
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grid_center_color = Color(0, 0.0833333, 1, 1)
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@ -29,8 +29,9 @@ z_lines_color = Color(1, 0, 0.0166664, 1)
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show_arrows = true
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cell_center_color = Color(0.702375, 0.0507974, 0.96251, 1)
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cell_size = 4.0
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grid_size_x = 100
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grid_size_z = 100
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grid_size_x = 50
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grid_size_z = 50
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target = NodePath("../player")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("PlaneMesh_3dwe5")
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