pandemonium_engine/modules/steering_ai/gsai_utils.h

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#ifndef GSAI_UTILS_H
#define GSAI_UTILS_H
2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* gsai_utils.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/int_types.h"
#include "core/math/math_funcs.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/object/object.h"
class GSAIUtils : public Object {
GDCLASS(GSAIUtils, Object);
public:
static _ALWAYS_INLINE_ Vector3 clampedv3(Vector3 vector, const float limit) {
float length_squared = vector.length_squared();
float limit_squared = limit * limit;
if (length_squared > limit_squared) {
vector *= Math::sqrt(limit_squared / length_squared);
}
return vector;
}
static _ALWAYS_INLINE_ float vector3_to_angle(const Vector3 &vector) {
return atan2(vector.x, vector.z);
}
static _ALWAYS_INLINE_ float vector2_to_angle(const Vector2 &vector) {
return atan2(vector.x, -vector.y);
}
static _ALWAYS_INLINE_ Vector2 angle_to_vector2(const float angle) {
return Vector2(sin(-angle), cos(angle));
}
static _ALWAYS_INLINE_ Vector2 to_vector2(const Vector3 &vector) {
return Vector2(vector.x, vector.y);
}
static _ALWAYS_INLINE_ Vector3 to_vector3(const Vector2 &vector) {
return Vector3(vector.x, vector.y, 0);
}
// Binds for scripting
_FORCE_INLINE_ Vector3 bclampedv3(const Vector3 &vector, const float limit) {
return GSAIUtils::clampedv3(vector, limit);
}
_FORCE_INLINE_ float bvector3_to_angle(const Vector3 &vector) {
return GSAIUtils::vector3_to_angle(vector);
}
_FORCE_INLINE_ float bvector2_to_angle(const Vector2 &vector) {
return GSAIUtils::vector2_to_angle(vector);
}
_FORCE_INLINE_ Vector2 bangle_to_vector2(const float angle) {
return GSAIUtils::angle_to_vector2(angle);
}
_FORCE_INLINE_ Vector2 bto_vector2(const Vector3 &vector) {
return GSAIUtils::to_vector2(vector);
}
_FORCE_INLINE_ Vector3 bto_vector3(const Vector2 &vector) {
return GSAIUtils::to_vector3(vector);
}
static _FORCE_INLINE_ GSAIUtils *get_singleton() {
return _singleton;
}
GSAIUtils();
~GSAIUtils();
protected:
static void _bind_methods();
static GSAIUtils *_singleton;
};
#endif