2023-01-13 22:04:30 +01:00
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#ifndef GSAI_UTILS_H
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#define GSAI_UTILS_H
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2023-01-13 21:13:57 +01:00
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2023-12-18 00:18:53 +01:00
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/*************************************************************************/
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/* gsai_utils.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2023-01-13 21:59:21 +01:00
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#include "core/int_types.h"
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#include "core/math/math_funcs.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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2023-01-13 21:59:21 +01:00
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#include "core/object/object.h"
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class GSAIUtils : public Object {
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GDCLASS(GSAIUtils, Object);
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public:
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static _ALWAYS_INLINE_ Vector3 clampedv3(Vector3 vector, const float limit) {
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float length_squared = vector.length_squared();
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float limit_squared = limit * limit;
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if (length_squared > limit_squared) {
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vector *= Math::sqrt(limit_squared / length_squared);
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}
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return vector;
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}
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static _ALWAYS_INLINE_ float vector3_to_angle(const Vector3 &vector) {
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return atan2(vector.x, vector.z);
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}
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static _ALWAYS_INLINE_ float vector2_to_angle(const Vector2 &vector) {
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return atan2(vector.x, -vector.y);
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}
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static _ALWAYS_INLINE_ Vector2 angle_to_vector2(const float angle) {
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return Vector2(sin(-angle), cos(angle));
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}
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static _ALWAYS_INLINE_ Vector2 to_vector2(const Vector3 &vector) {
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return Vector2(vector.x, vector.y);
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}
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static _ALWAYS_INLINE_ Vector3 to_vector3(const Vector2 &vector) {
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return Vector3(vector.x, vector.y, 0);
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}
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// Binds for scripting
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_FORCE_INLINE_ Vector3 bclampedv3(const Vector3 &vector, const float limit) {
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return GSAIUtils::clampedv3(vector, limit);
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}
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_FORCE_INLINE_ float bvector3_to_angle(const Vector3 &vector) {
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return GSAIUtils::vector3_to_angle(vector);
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}
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_FORCE_INLINE_ float bvector2_to_angle(const Vector2 &vector) {
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return GSAIUtils::vector2_to_angle(vector);
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}
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_FORCE_INLINE_ Vector2 bangle_to_vector2(const float angle) {
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return GSAIUtils::angle_to_vector2(angle);
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}
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_FORCE_INLINE_ Vector2 bto_vector2(const Vector3 &vector) {
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return GSAIUtils::to_vector2(vector);
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}
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_FORCE_INLINE_ Vector3 bto_vector3(const Vector2 &vector) {
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return GSAIUtils::to_vector3(vector);
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}
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static _FORCE_INLINE_ GSAIUtils *get_singleton() {
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return _singleton;
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}
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GSAIUtils();
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~GSAIUtils();
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protected:
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static void _bind_methods();
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static GSAIUtils *_singleton;
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};
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#endif
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