pandemonium_engine/modules/steering_ai/gsai_utils.h

98 lines
2.6 KiB
C++

#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"
// Math and vector utility functions.
class GSAIUtils : public Object {
GDCLASS(GSAIUtils, Object);
public:
// Returns the `vector` with its length capped to `limit`.
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;
}
// 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.
static _ALWAYS_INLINE_ float 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`.
static _ALWAYS_INLINE_ float 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.
static _ALWAYS_INLINE_ Vector2 angle_to_vector2(const float angle) {
return Vector2(sin(-angle), cos(angle));
}
// Returns a vector2 with `vector`'s x and y components.
static _ALWAYS_INLINE_ Vector2 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.
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