broken_seals_2ds/game/steering_ai_framework/GSAIUtils.gd

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2022-01-30 23:20:50 +01:00
# Math and vector utility functions.
class_name GSAIUtils
# Returns the `vector` with its length capped to `limit`.
static func clampedv3(vector: Vector3, limit: float) -> Vector3:
var length_squared := vector.length_squared()
var limit_squared := limit * limit
if length_squared > limit_squared:
vector *= sqrt(limit_squared / length_squared)
return vector
# Returns an angle in radians between the positive X axis and the `vector`.
#
# This assumes orientation for 3D agents that are upright and rotate
# around the Y axis.
static func vector3_to_angle(vector: Vector3) -> float:
return atan2(vector.x, vector.z)
# Returns an angle in radians between the positive X axis and the `vector`.
static func vector2_to_angle(vector: Vector2) -> float:
return atan2(vector.x, -vector.y)
# Returns a directional vector from the given orientation angle.
#
# This assumes orientation for 2D agents or 3D agents that are upright and
# rotate around the Y axis.
static func angle_to_vector2(angle: float) -> Vector2:
return Vector2(sin(-angle), cos(angle))
# Returns a vector2 with `vector`'s x and y components.
static func to_vector2(vector: Vector3) -> Vector2:
return Vector2(vector.x, vector.y)
# Returns a vector3 with `vector`'s x and y components and 0 in z.
static func to_vector3(vector: Vector2) -> Vector3:
return Vector3(vector.x, vector.y, 0)