/*************************************************************************/
/*  gsai_target_acceleration.cpp                                         */
/*************************************************************************/
/*                         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.                 */
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/* a copy of this software and associated documentation files (the       */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* The above copyright notice and this permission notice shall be        */
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/*************************************************************************/

#include "gsai_target_acceleration.h"

#include "core/math/math_funcs.h"

#include "gsai_steering_agent.h"

Vector3 GSAITargetAcceleration::get_linear() {
	return linear;
}

void GSAITargetAcceleration::set_linear(const Vector3 &val) {
	linear = val;
}

float GSAITargetAcceleration::get_angular() const {
	return angular;
}

void GSAITargetAcceleration::set_angular(const float val) {
	angular = val;
}

void GSAITargetAcceleration::set_zero() {
	linear.x = 0.0;
	linear.y = 0.0;
	linear.z = 0.0;
	angular = 0.0;
}

void GSAITargetAcceleration::add_scaled_accel(const Ref<GSAITargetAcceleration> &accel, const float scalar) {
	linear += accel->linear * scalar;
	angular += accel->angular * scalar;
}

float GSAITargetAcceleration::get_magnitude_squared() {
	return linear.length_squared() + angular * angular;
}

float GSAITargetAcceleration::get_magnitude() {
	return Math::sqrt(get_magnitude_squared());
}

GSAITargetAcceleration::GSAITargetAcceleration() {
	angular = 0.0;
}

GSAITargetAcceleration::~GSAITargetAcceleration() {
}

void GSAITargetAcceleration::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_linear"), &GSAITargetAcceleration::get_linear);
	ClassDB::bind_method(D_METHOD("set_linear", "value"), &GSAITargetAcceleration::set_linear);
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear"), "set_linear", "get_linear");

	ClassDB::bind_method(D_METHOD("get_angular"), &GSAITargetAcceleration::get_angular);
	ClassDB::bind_method(D_METHOD("set_angular", "value"), &GSAITargetAcceleration::set_angular);
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular"), "set_angular", "get_angular");

	ClassDB::bind_method(D_METHOD("set_zero"), &GSAITargetAcceleration::set_zero);
	ClassDB::bind_method(D_METHOD("add_scaled_accel", "accel", "scalar"), &GSAITargetAcceleration::add_scaled_accel);
	ClassDB::bind_method(D_METHOD("get_magnitude_squared"), &GSAITargetAcceleration::get_magnitude_squared);
	ClassDB::bind_method(D_METHOD("get_magnitude"), &GSAITargetAcceleration::get_magnitude);
}