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64 lines
1.5 KiB
C++
64 lines
1.5 KiB
C++
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#include "gsai_utils.h"
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// Math and vector utility functions.;
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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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}
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GSAIUtils::~GSAIUtils() {
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}
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static void GSAIUtils::_bind_methods() {
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}
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