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#ifndef GSAI_UTILS_H
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#define GSAI_UTILS_H
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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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#include "core/object/object.h"
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// Math and vector utility functions.
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class GSAIUtils : public Object {
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GDCLASS(GSAIUtils, Object);
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public:
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// Returns the `vector` with its length capped to `limit`.
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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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// Returns an angle in radians between the positive X axis and the `vector`.
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// This assumes orientation for 3D agents that are upright and rotate
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// around the Y axis.
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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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// Returns an angle in radians between the positive X axis and the `vector`.
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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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// Returns a directional vector from the given orientation angle.
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// This assumes orientation for 2D agents or 3D agents that are upright and
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// rotate around the Y axis.
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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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// Returns a vector2 with `vector`'s x and y components.
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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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// Returns a vector3 with `vector`'s x and y components and 0 in z.
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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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