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Initial version of a tree visualizer

Yan Wittmann 2025-01-12 17:45:21 +01:00
parent 0becddf3d2
commit d8bc800077
6 changed files with 293 additions and 1 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=44 format=4 uid="uid://b88asko1ugyd2"] [gd_scene load_steps=45 format=4 uid="uid://b88asko1ugyd2"]
[ext_resource type="Script" path="res://scripts/global/GameManager.gd" id="1_eeg2d"] [ext_resource type="Script" path="res://scripts/global/GameManager.gd" id="1_eeg2d"]
[ext_resource type="Script" path="res://scripts/tilemap/World.gd" id="1_k0rw8"] [ext_resource type="Script" path="res://scripts/tilemap/World.gd" id="1_k0rw8"]
@ -7,6 +7,7 @@
[ext_resource type="Material" uid="uid://ckg3be082ny3h" path="res://assets/shader/shader_vignette.tres" id="3_7waul"] [ext_resource type="Material" uid="uid://ckg3be082ny3h" path="res://assets/shader/shader_vignette.tres" id="3_7waul"]
[ext_resource type="Script" path="res://scripts/player/PlayerManager.gd" id="4_1xqo1"] [ext_resource type="Script" path="res://scripts/player/PlayerManager.gd" id="4_1xqo1"]
[ext_resource type="Texture2D" uid="uid://1ae5agveqddp" path="res://icon.svg" id="4_o8ona"] [ext_resource type="Texture2D" uid="uid://1ae5agveqddp" path="res://icon.svg" id="4_o8ona"]
[ext_resource type="Script" path="res://scripts/visualization/BehaviorTreeVisualizer.gd" id="5_ecfvx"]
[ext_resource type="Script" path="res://scripts/tilemap/StepVisualization.gd" id="5_sr2su"] [ext_resource type="Script" path="res://scripts/tilemap/StepVisualization.gd" id="5_sr2su"]
[ext_resource type="Script" path="res://scripts/player/tree/BehaviorTree.gd" id="6_efs30"] [ext_resource type="Script" path="res://scripts/player/tree/BehaviorTree.gd" id="6_efs30"]
[ext_resource type="Script" path="res://scripts/player/tree/impl/base/TaskSelector.gd" id="7_1jajd"] [ext_resource type="Script" path="res://scripts/player/tree/impl/base/TaskSelector.gd" id="7_1jajd"]
@ -210,6 +211,28 @@ layout_mode = 2
size_flags_horizontal = 0 size_flags_horizontal = 0
size_flags_vertical = 8 size_flags_vertical = 8
[node name="TreeVisualizer" type="Window" parent="Camera2D/CanvasLayer"]
unique_name_in_owner = true
position = Vector2i(35, 405)
size = Vector2i(1075, 225)
script = ExtResource("5_ecfvx")
[node name="GraphEdit" type="GraphEdit" parent="Camera2D/CanvasLayer/TreeVisualizer"]
unique_name_in_owner = true
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
scroll_offset = Vector2(-100, -100)
show_menu = false
show_zoom_buttons = false
show_grid_buttons = false
show_minimap_button = false
show_arrange_button = false
[node name="Tileset" type="Node2D" parent="."] [node name="Tileset" type="Node2D" parent="."]
script = ExtResource("1_k0rw8") script = ExtResource("1_k0rw8")

View File

@ -15,6 +15,8 @@ var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
var tilemap_navigation: TilemapNavigation = TilemapNavigation.new() var tilemap_navigation: TilemapNavigation = TilemapNavigation.new()
@onready var tree_visualizer: BehaviorTreeVisualizer = %TreeVisualizer
func _ready() -> void: func _ready() -> void:
tilemap_navigation.world = world tilemap_navigation.world = world
@ -24,6 +26,11 @@ func _ready() -> void:
world.step_visualizer.game_manager = self world.step_visualizer.game_manager = self
world.step_visualizer.world = world world.step_visualizer.world = world
update_bars() update_bars()
call_deferred("defer_ready")
func defer_ready() -> void:
tree_visualizer.behavior_tree = player.behavior_tree
tree_visualizer.build_tree()
# game_ticker.start() # game_ticker.start()

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@ -0,0 +1,144 @@
class_name BehaviorTreeVisualizer
extends Window
const D_TREE_NODE: PackedScene = preload("res://scripts/visualization/d_tree_node.tscn")
@onready var graph_edit: GraphEdit = %GraphEdit
# Input data
var behavior_tree: BehaviorTree
var all_nodes: Array[DTreeNode] = []
var all_node_names_to_nodes: Dictionary = {}
# Configuration
var x_spacing: int = 300 # Base horizontal distance between parent and child nodes
var y_spacing: int = 200 # Vertical distance between sibling nodes
func build_tree() -> void:
if not behavior_tree:
push_error("No behavior tree set.")
return
# Reset current visualization
graph_edit.clear_connections()
for node in all_nodes:
node.queue_free()
all_nodes.clear()
all_node_names_to_nodes.clear()
# Build tree starting from the root task
var root_node: Task = behavior_tree.behavior_tree
if not root_node:
push_error("Root behavior tree node is null.")
return
# Calculate positions for all nodes
var positions: Dictionary = calculate_tree_layout(root_node)
# Create the nodes and connections in the GraphEdit
for task_name in positions.keys():
var position = positions[task_name]
var task: Task = find_task_by_name(root_node, task_name)
if task:
create_node(task, position)
# Connect the nodes
for node in all_nodes:
var task_name: String = node.title
var task: Task = find_task_by_name(root_node, task_name)
if task:
for child in task.get_children():
if child is Task:
connect_nodes(task.name, child.name)
func calculate_tree_layout(root_task: Task) -> Dictionary:
"""
Calculates the positions of all nodes in the tree, ensuring no overlaps.
"""
var positions: Dictionary = {}
var layers = get_tree_layers(root_task)
var layer_count = layers.size()
var layer_heights: Array[float] = []
# Calculate height for each layer based on the number of nodes
for layer in layers:
layer_heights.append(float(layer.size() - 1) * y_spacing)
# Position nodes starting from the deepest layer and working up
for layer_index in range(layer_count - 1, -1, -1):
var layer = layers[layer_index]
var layer_y_offset: float = 0.0
if layer_index < layer_count - 1:
layer_y_offset = layer_heights[layer_index + 1] / 2.0
var x: float = float(layer_index) * x_spacing
var num_nodes = layer.size()
var start_y = -layer_heights[layer_index] / 2.0
for node_index in range(num_nodes):
var task = layer[node_index]
var y = start_y + float(node_index) * y_spacing + layer_y_offset
positions[task.name] = Vector2(x, y)
return positions
func get_tree_layers(root_task: Task):
"""
Returns a list of layers, where each layer is a list of tasks at the same depth.
"""
var layers = []
var queue: Array[Dictionary] = [{"task": root_task, "depth": 0}]
while not queue.is_empty():
var current_item = queue.pop_front()
var task = current_item.task
var depth = current_item.depth
if layers.size() <= depth:
layers.append([])
layers[depth].append(task)
for child in task.get_children():
if child is Task:
queue.append({"task": child as Task, "depth": depth + 1})
return layers
func create_node(task: Task, position: Vector2) -> void:
"""
Creates a visual node for the given task at the specified position.
"""
var graph_node: DTreeNode = D_TREE_NODE.instantiate()
graph_node.title = task.name
graph_node.position_offset = position
graph_edit.add_child(graph_node)
all_nodes.append(graph_node)
all_node_names_to_nodes[task.name] = graph_node
func connect_nodes(parent_name: String, child_name: String) -> void:
"""
Connects two nodes in the GraphEdit.
"""
if all_node_names_to_nodes.has(parent_name) and all_node_names_to_nodes.has(child_name):
graph_edit.connect_node(
all_node_names_to_nodes[parent_name].get_name(), 0, # Parent's output port
all_node_names_to_nodes[child_name].get_name(), 0 # Child's input port
)
func find_task_by_name(root: Task, name: String) -> Task:
"""
Finds a task by name within the behavior tree.
"""
if root.name == name:
return root
for child in root.get_children():
if child is Task:
var result = find_task_by_name(child as Task, name)
if result:
return result
return null

View File

@ -0,0 +1,40 @@
class_name DTreeNode
extends GraphNode
var left_slots: Array[String] = []
var right_slots: Array[String] = []
var color_highlighted: StyleBoxFlat = StyleBoxFlat.new()
var color_normal: StyleBoxFlat = StyleBoxFlat.new()
func _ready() -> void:
color_highlighted.bg_color = Color(0.67058825, 1.0, 0.5411765)
color_normal.bg_color = Color(1.0, 1.0, 1.0)
func add_label(label_text: String, left: bool, right: bool) -> Vector3i:
var new_label: Label = Label.new()
new_label.text = label_text
new_label.add_theme_color_override("font_color", Color(0, 0, 0, 1))
self.add_child(new_label)
var child_index: int = self.get_child_count() - 1
if left:
self.set_slot_enabled_left(child_index, true)
self.set_slot_color_left(child_index, Color(0.9, 0.9, 0.9, 1))
left_slots.append(label_text)
if right:
self.set_slot_enabled_right(child_index, true)
self.set_slot_color_right(child_index, Color(0.9, 0.9, 0.9, 1))
right_slots.append(label_text)
# the port index is counted separately from the left and right slots
return Vector3i(child_index, left_slots.size() - 1, right_slots.size() - 1)
func set_highlighted(highlight: bool) -> void:
if highlight:
self.add_theme_stylebox_override("panel", color_highlighted)
else:
self.add_theme_stylebox_override("panel", color_normal)

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@ -0,0 +1,18 @@
[gd_scene load_steps=4 format=3 uid="uid://bmv75j2e8xc6n"]
[ext_resource type="Script" path="res://scripts/visualization/d_tree_node.gd" id="1_o2ffa"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_k54lu"]
bg_color = Color(0.95158, 0.95158, 0.95158, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_dmqj2"]
bg_color = Color(0.6, 0.39, 0.39, 1)
[node name="DTreeNode" type="GraphNode"]
offset_right = 41.0
offset_bottom = 23.0
mouse_filter = 1
theme_override_styles/panel = SubResource("StyleBoxFlat_k54lu")
theme_override_styles/titlebar = SubResource("StyleBoxFlat_dmqj2")
title = "TITEL"
script = ExtResource("1_o2ffa")

View File

@ -0,0 +1,60 @@
class_name InfoPanel
extends VBoxContainer
var values: Dictionary = {}
var last_values: Dictionary = {}
var value_order: Array = []
func _ready() -> void:
hide()
func to_str(value) -> String:
if value is float:
return str(round(value * 100) / 100)
elif value is Vector2:
return "(" + to_str(value.x) + ", " + to_str(value.y) + ")"
elif value is Vector3:
return "(" + to_str(value.x) + ", " + to_str(value.y) + ", " + to_str(value.z) + ")"
elif value is Vector4:
return "(" + to_str(value.x) + ", " + to_str(value.y) + ", " + to_str(value.z) + ", " + to_str(value.w) + ")"
return str(value)
func _process(delta: float) -> void:
if Input.is_action_just_pressed("debug_vis_2"):
if is_visible():
hide()
else:
show()
for child in self.get_children():
if child is Label:
child.queue_free()
# 1. Update and Track Order of Values
for value in values.keys():
if value in value_order:
# Move to the end (most recent)
value_order.erase(value)
value_order.append(value)
# 2. Display Current Values (Most Recent First)
for value in value_order:
if values.has(value):
var new_label: Label = Label.new()
new_label.text = value + ": " + to_str(values[value])
new_label.add_theme_color_override("font_color", Color(0, 0, 0, 1))
self.add_child(new_label)
last_values[value] = values[value]
# 3. Display Old Values
for value in last_values.keys():
if not values.has(value):
var new_label: Label = Label.new()
new_label.text = value + ": " + to_str(last_values[value])
new_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1))
self.add_child(new_label)
values.clear()