pandemonium_engine/modules/steering_ai/gsai_utils.cpp

64 lines
1.5 KiB
C++

#include "gsai_utils.h"
// Math and vector utility functions.;
// @Category - Utilities;
// Returns the `vector` with its length capped to `limit`.;
Vector3 GSAIUtils::clampedv3(const Vector3 &vector, const float limit) {
float length_squared = vector.length_squared();
float limit_squared = limit * limit;
if (length_squared > limit_squared) {
vector *= sqrt(limit_squared / length_squared);
}
return vector;
}
// Returns an angle in radians between the positive X axis and the `vector`.;
//;
// This assumes orientation for 3D agents that are upright and rotate;
// around the Y axis.;
float GSAIUtils::vector3_to_angle(const Vector3 &vector) {
return atan2(vector.x, vector.z);
}
// Returns an angle in radians between the positive X axis and the `vector`.;
float GSAIUtils::vector2_to_angle(const Vector2 &vector) {
return atan2(vector.x, -vector.y);
}
// Returns a directional vector from the given orientation angle.;
//;
// This assumes orientation for 2D agents or 3D agents that are upright and;
// rotate around the Y axis.;
Vector2 GSAIUtils::angle_to_vector2(const float angle) {
return Vector2(sin(-angle), cos(angle));
}
// Returns a vector2 with `vector`'s x and y components.;
Vector2 GSAIUtils::to_vector2(const Vector3 &vector) {
return Vector2(vector.x, vector.y);
}
// Returns a vector3 with `vector`'s x and y components and 0 in z.;
Vector3 GSAIUtils::to_vector3(const Vector2 &vector) {
return Vector3(vector.x, vector.y, 0);
}
}
GSAIUtils::GSAIUtils() {
}
GSAIUtils::~GSAIUtils() {
}
static void GSAIUtils::_bind_methods() {
}