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https://github.com/Relintai/pandemonium_engine.git
synced 2025-02-13 03:10:09 +01:00
Cleaned up GSAIUtils, and registered it as a singleton.
This commit is contained in:
parent
402e8ff689
commit
7792c4f423
@ -6,6 +6,8 @@ module_env = env.Clone()
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sources = [
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sources = [
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"register_types.cpp",
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"register_types.cpp",
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"gsai_utils.cpp",
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]
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]
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@ -6,7 +6,7 @@ def configure(env):
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def get_doc_classes():
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def get_doc_classes():
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return [
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return [
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#"",
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"GSAIUtils",
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]
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]
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def get_doc_path():
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def get_doc_path():
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@ -1,63 +1,21 @@
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#include "gsai_utils.h"
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#include "gsai_utils.h"
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// Math and vector utility functions.;
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GSAIUtils *GSAIUtils::_singleton = NULL;
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// @Category - Utilities;
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// Returns the `vector` with its length capped to `limit`.;
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Vector3 GSAIUtils::clampedv3(const 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 *= 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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//;
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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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float GSAIUtils::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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float GSAIUtils::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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//;
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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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Vector2 GSAIUtils::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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Vector2 GSAIUtils::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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Vector3 GSAIUtils::to_vector3(const Vector2 &vector) {
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return Vector3(vector.x, vector.y, 0);
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}
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}
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GSAIUtils::GSAIUtils() {
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GSAIUtils::GSAIUtils() {
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_singleton = this;
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}
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}
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GSAIUtils::~GSAIUtils() {
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GSAIUtils::~GSAIUtils() {
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_singleton = NULL;
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}
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}
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static void GSAIUtils::_bind_methods() {
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void GSAIUtils::_bind_methods() {
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ClassDB::bind_method(D_METHOD("clampedv3", "vector", "limit"), &GSAIUtils::bclampedv3);
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ClassDB::bind_method(D_METHOD("vector3_to_angle", "vector"), &GSAIUtils::bvector3_to_angle);
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ClassDB::bind_method(D_METHOD("vector2_to_angle", "vector"), &GSAIUtils::bvector2_to_angle);
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ClassDB::bind_method(D_METHOD("angle_to_vector2", "angle"), &GSAIUtils::bangle_to_vector2);
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ClassDB::bind_method(D_METHOD("to_vector2", "vector"), &GSAIUtils::bto_vector2);
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ClassDB::bind_method(D_METHOD("to_vector3", "vector"), &GSAIUtils::bto_vector3);
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}
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}
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@ -1,14 +1,89 @@
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#ifndef GSAIUTILS_H
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#ifndef GSAIUTILS_H
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#define GSAIUTILS_H
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#define GSAIUTILS_H
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class GSAIUtils {
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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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public:
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static Vector3 clampedv3(const Vector3 &vector, const float limit);
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// Returns the `vector` with its length capped to `limit`.
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static float vector3_to_angle(const Vector3 &vector);
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static float vector2_to_angle(const Vector2 &vector);
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static _ALWAYS_INLINE_ Vector3 clampedv3(Vector3 vector, const float limit) {
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static Vector2 angle_to_vector2(const float angle);
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float length_squared = vector.length_squared();
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static Vector2 to_vector2(const Vector3 &vector);
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float limit_squared = limit * limit;
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static Vector3 to_vector3(const Vector2 &vector);
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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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~GSAIUtils();
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~GSAIUtils();
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@ -16,20 +91,7 @@ public:
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protected:
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protected:
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static void _bind_methods();
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static void _bind_methods();
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// Math and vector utility functions.
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static GSAIUtils *_singleton;
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// @Category - Utilities
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// Returns the `vector` with its length capped to `limit`.
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// Returns an angle in radians between the positive X axis and the `vector`.
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//
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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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// Returns an angle in radians between the positive X axis and the `vector`.
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// Returns a directional vector from the given orientation angle.
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//
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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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// Returns a vector2 with `vector`'s x and y components.
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// Returns a vector3 with `vector`'s x and y components and 0 in z.
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};
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};
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#endif
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#endif
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@ -23,10 +23,20 @@ SOFTWARE.
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#include "register_types.h"
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#include "register_types.h"
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#include "core/config/engine.h"
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#include "gsai_utils.h"
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static GSAIUtils *gs_ai_utils = NULL;
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void register_steering_ai_types() {
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void register_steering_ai_types() {
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//ClassDB::register_class<TexturePacker>();
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gs_ai_utils = memnew(GSAIUtils);
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ClassDB::register_class<GSAIUtils>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("GSAIUtils", GSAIUtils::get_singleton()));
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}
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}
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void unregister_steering_ai_types() {
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void unregister_steering_ai_types() {
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if (gs_ai_utils) {
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memdelete(gs_ai_utils);
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}
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}
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}
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@ -1,3 +1,7 @@
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#ifndef REGSITER_STEERING_AI_TYPES
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#define REGSITER_STEERING_AI_TYPES
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/*
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/*
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Copyright (c) 2023-present Péter Magyar
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Copyright (c) 2023-present Péter Magyar
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Copyright (c) 2020-2023 GDQuest
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Copyright (c) 2020-2023 GDQuest
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@ -23,3 +27,5 @@ SOFTWARE.
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void register_steering_ai_types();
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void register_steering_ai_types();
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void unregister_steering_ai_types();
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void unregister_steering_ai_types();
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#endif
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