#ifndef GSAI_UTILS_H #define GSAI_UTILS_H #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