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Merge pull request #27789 from Giacom/move_towards

Added move_toward functions for float, Vector2 and Vector3
Rémi Verschelde 6 years ago
parent
commit
3c4fab295b

+ 9 - 0
core/math/expression.cpp

@@ -70,6 +70,7 @@ const char *Expression::func_name[Expression::FUNC_MAX] = {
 	"inverse_lerp",
 	"range_lerp",
 	"smoothstep",
+	"move_toward",
 	"dectime",
 	"randomize",
 	"randi",
@@ -189,6 +190,7 @@ int Expression::get_func_argument_count(BuiltinFunc p_func) {
 		case MATH_LERP:
 		case MATH_INVERSE_LERP:
 		case MATH_SMOOTHSTEP:
+		case MATH_MOVE_TOWARD:
 		case MATH_DECTIME:
 		case MATH_WRAP:
 		case MATH_WRAPF:
@@ -407,6 +409,13 @@ void Expression::exec_func(BuiltinFunc p_func, const Variant **p_inputs, Variant
 			VALIDATE_ARG_NUM(2);
 			*r_return = Math::smoothstep((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2]);
 		} break;
+		case MATH_MOVE_TOWARD: {
+
+			VALIDATE_ARG_NUM(0);
+			VALIDATE_ARG_NUM(1);
+			VALIDATE_ARG_NUM(2);
+			*r_return = Math::move_toward((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2]);
+		} break;
 		case MATH_DECTIME: {
 
 			VALIDATE_ARG_NUM(0);

+ 1 - 0
core/math/expression.h

@@ -68,6 +68,7 @@ public:
 		MATH_INVERSE_LERP,
 		MATH_RANGE_LERP,
 		MATH_SMOOTHSTEP,
+		MATH_MOVE_TOWARD,
 		MATH_DECTIME,
 		MATH_RANDOMIZE,
 		MATH_RAND,

+ 2 - 0
core/math/math_funcs.h

@@ -224,6 +224,8 @@ public:
 		float x = CLAMP((p_weight - p_from) / (p_to - p_from), 0.0f, 1.0f);
 		return x * x * (3.0f - 2.0f * x);
 	}
+	static _ALWAYS_INLINE_ double move_toward(double p_from, double p_to, double p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SGN(p_to - p_from) * p_delta; }
+	static _ALWAYS_INLINE_ float move_toward(float p_from, float p_to, float p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SGN(p_to - p_from) * p_delta; }
 
 	static _ALWAYS_INLINE_ double linear2db(double p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; }
 	static _ALWAYS_INLINE_ float linear2db(float p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; }

+ 7 - 0
core/math/vector2.cpp

@@ -164,6 +164,13 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
 	return out;
 }
 
+Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const {
+	Vector2 v = *this;
+	Vector2 vd = p_to - v;
+	real_t len = vd.length();
+	return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
+}
+
 // slide returns the component of the vector along the given plane, specified by its normal vector.
 Vector2 Vector2::slide(const Vector2 &p_normal) const {
 #ifdef MATH_CHECKS

+ 1 - 0
core/math/vector2.h

@@ -79,6 +79,7 @@ struct Vector2 {
 	_FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
 	_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_b, real_t p_t) const;
 	Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
+	Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
 
 	Vector2 slide(const Vector2 &p_normal) const;
 	Vector2 bounce(const Vector2 &p_normal) const;

+ 7 - 0
core/math/vector3.cpp

@@ -127,6 +127,13 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, c
 	return out;
 }
 
+Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
+	Vector3 v = *this;
+	Vector3 vd = p_to - v;
+	real_t len = vd.length();
+	return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
+}
+
 Vector3::operator String() const {
 
 	return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));

+ 1 - 0
core/math/vector3.h

@@ -94,6 +94,7 @@ struct Vector3 {
 	_FORCE_INLINE_ Vector3 slerp(const Vector3 &p_b, real_t p_t) const;
 	Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const;
 	Vector3 cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const;
+	Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
 
 	_FORCE_INLINE_ Vector3 cross(const Vector3 &p_b) const;
 	_FORCE_INLINE_ real_t dot(const Vector3 &p_b) const;

+ 4 - 0
core/variant_call.cpp

@@ -348,6 +348,7 @@ struct _VariantCall {
 	VCALL_LOCALMEM2R(Vector2, linear_interpolate);
 	VCALL_LOCALMEM2R(Vector2, slerp);
 	VCALL_LOCALMEM4R(Vector2, cubic_interpolate);
+	VCALL_LOCALMEM2R(Vector2, move_toward);
 	VCALL_LOCALMEM1R(Vector2, rotated);
 	VCALL_LOCALMEM0R(Vector2, tangent);
 	VCALL_LOCALMEM0R(Vector2, floor);
@@ -389,6 +390,7 @@ struct _VariantCall {
 	VCALL_LOCALMEM2R(Vector3, linear_interpolate);
 	VCALL_LOCALMEM2R(Vector3, slerp);
 	VCALL_LOCALMEM4R(Vector3, cubic_interpolate);
+	VCALL_LOCALMEM2R(Vector3, move_toward);
 	VCALL_LOCALMEM1R(Vector3, dot);
 	VCALL_LOCALMEM1R(Vector3, cross);
 	VCALL_LOCALMEM1R(Vector3, outer);
@@ -1585,6 +1587,7 @@ void register_variant_methods() {
 	ADDFUNC2R(VECTOR2, VECTOR2, Vector2, linear_interpolate, VECTOR2, "b", REAL, "t", varray());
 	ADDFUNC2R(VECTOR2, VECTOR2, Vector2, slerp, VECTOR2, "b", REAL, "t", varray());
 	ADDFUNC4R(VECTOR2, VECTOR2, Vector2, cubic_interpolate, VECTOR2, "b", VECTOR2, "pre_a", VECTOR2, "post_b", REAL, "t", varray());
+	ADDFUNC2R(VECTOR2, VECTOR2, Vector2, move_toward, VECTOR2, "to", REAL, "delta", varray());
 	ADDFUNC1R(VECTOR2, VECTOR2, Vector2, rotated, REAL, "phi", varray());
 	ADDFUNC0R(VECTOR2, VECTOR2, Vector2, tangent, varray());
 	ADDFUNC0R(VECTOR2, VECTOR2, Vector2, floor, varray());
@@ -1626,6 +1629,7 @@ void register_variant_methods() {
 	ADDFUNC2R(VECTOR3, VECTOR3, Vector3, slerp, VECTOR3, "b", REAL, "t", varray());
 	ADDFUNC4R(VECTOR3, VECTOR3, Vector3, cubic_interpolate, VECTOR3, "b", VECTOR3, "pre_a", VECTOR3, "post_b", REAL, "t", varray());
 	ADDFUNC1R(VECTOR3, VECTOR3, Vector3, direction_to, VECTOR3, "b", varray());
+	ADDFUNC2R(VECTOR3, VECTOR3, Vector3, move_toward, VECTOR3, "to", REAL, "delta", varray());
 	ADDFUNC1R(VECTOR3, REAL, Vector3, dot, VECTOR3, "b", varray());
 	ADDFUNC1R(VECTOR3, VECTOR3, Vector3, cross, VECTOR3, "b", varray());
 	ADDFUNC1R(VECTOR3, BASIS, Vector3, outer, VECTOR3, "b", varray());

+ 17 - 0
doc/classes/@GDScript.xml

@@ -640,6 +640,23 @@
 				[/codeblock]
 			</description>
 		</method>
+		<method name="move_toward">
+			<return type="float">
+			</return>
+			<argument index="0" name="from" type="float">
+			</argument>
+			<argument index="1" name="to" type="float">
+			</argument>
+			<argument index="2" name="delta" type="float">
+			</argument>
+			<description>
+				Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] value.
+				Use a negative [code]delta[/code] value to move away.
+				[codeblock]
+				move_toward(10, 5, 4) # returns 6
+				[/codeblock]
+			</description>
+		</method>
 		<method name="nearest_po2">
 			<return type="int">
 			</return>

+ 11 - 0
doc/classes/Vector2.xml

@@ -185,6 +185,17 @@
 				Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
 			</description>
 		</method>
+		<method name="move_toward">
+			<return type="Vector2">
+			</return>
+			<argument index="0" name="b" type="Vector2">
+			</argument>
+			<argument index="1" name="t" type="float">
+			</argument>
+			<description>
+				Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
+			</description>
+		</method>
 		<method name="normalized">
 			<return type="Vector2">
 			</return>

+ 11 - 0
doc/classes/Vector3.xml

@@ -175,6 +175,17 @@
 				Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants.
 			</description>
 		</method>
+		<method name="move_toward">
+			<return type="Vector3">
+			</return>
+			<argument index="0" name="b" type="Vector3">
+			</argument>
+			<argument index="1" name="t" type="float">
+			</argument>
+			<description>
+				Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
+			</description>
+		</method>
 		<method name="normalized">
 			<return type="Vector3">
 			</return>

+ 8 - 0
modules/gdnative/gdnative/vector2.cpp

@@ -119,6 +119,14 @@ godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_self,
 	return dest;
 }
 
+godot_vector2 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const godot_vector2 *p_to, const godot_real p_delta) {
+	godot_vector2 dest;
+	const Vector2 *self = (const Vector2 *)p_self;
+	const Vector2 *to = (const Vector2 *)p_to;
+	*((Vector2 *)&dest) = self->move_toward(*to, p_delta);
+	return dest;
+}
+
 godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi) {
 	godot_vector2 dest;
 	const Vector2 *self = (const Vector2 *)p_self;

+ 8 - 0
modules/gdnative/gdnative/vector3.cpp

@@ -124,6 +124,14 @@ godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self,
 	return dest;
 }
 
+godot_vector3 GDAPI godot_vector3_move_toward(const godot_vector3 *p_self, const godot_vector3 *p_to, const godot_real p_delta) {
+	godot_vector3 dest;
+	const Vector3 *self = (const Vector3 *)p_self;
+	const Vector3 *to = (const Vector3 *)p_to;
+	*((Vector3 *)&dest) = self->move_toward(*to, p_delta);
+	return dest;
+}
+
 godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b) {
 	const Vector3 *self = (const Vector3 *)p_self;
 	const Vector3 *b = (const Vector3 *)p_b;

+ 18 - 0
modules/gdnative/gdnative_api.json

@@ -26,6 +26,24 @@
               ["const godot_dictionary *", "p_self"],
               ["const godot_bool", "p_deep"]
             ]
+          },
+          {
+            "name": "godot_vector3_move_toward",
+            "return_type": "godot_vector3",
+            "arguments": [
+              ["const godot_vector3 *", "p_self"],
+              ["const godot_vector3 *", "p_to"],
+              ["const godot_real", "p_delta"]
+            ]
+          },
+          {
+            "name": "godot_vector2_move_toward",
+            "return_type": "godot_vector2",
+            "arguments": [
+              ["const godot_vector2 *", "p_self"],
+              ["const godot_vector2 *", "p_to"],
+              ["const godot_real", "p_delta"]
+            ]
           }
         ]
       },

+ 2 - 0
modules/gdnative/include/gdnative/vector2.h

@@ -83,6 +83,8 @@ godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self
 
 godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, const godot_real p_t);
 
+godot_vector2 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const godot_vector2 *p_to, const godot_real p_delta);
+
 godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi);
 
 godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self);

+ 2 - 0
modules/gdnative/include/gdnative/vector3.h

@@ -90,6 +90,8 @@ godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self
 
 godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_t);
 
+godot_vector3 GDAPI godot_vector3_move_toward(const godot_vector3 *p_self, const godot_vector3 *p_to, const godot_real p_delta);
+
 godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b);
 
 godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b);

+ 14 - 0
modules/gdscript/gdscript_functions.cpp

@@ -78,6 +78,7 @@ const char *GDScriptFunctions::get_func_name(Function p_func) {
 		"inverse_lerp",
 		"range_lerp",
 		"smoothstep",
+		"move_toward",
 		"dectime",
 		"randomize",
 		"randi",
@@ -398,6 +399,13 @@ void GDScriptFunctions::call(Function p_func, const Variant **p_args, int p_arg_
 			VALIDATE_ARG_NUM(2);
 			r_ret = Math::smoothstep((double)*p_args[0], (double)*p_args[1], (double)*p_args[2]);
 		} break;
+		case MATH_MOVE_TOWARD: {
+			VALIDATE_ARG_COUNT(3);
+			VALIDATE_ARG_NUM(0);
+			VALIDATE_ARG_NUM(1);
+			VALIDATE_ARG_NUM(2);
+			r_ret = Math::move_toward((double)*p_args[0], (double)*p_args[1], (double)*p_args[2]);
+		} break;
 		case MATH_DECTIME: {
 			VALIDATE_ARG_COUNT(3);
 			VALIDATE_ARG_NUM(0);
@@ -1466,6 +1474,7 @@ bool GDScriptFunctions::is_deterministic(Function p_func) {
 		case MATH_INVERSE_LERP:
 		case MATH_RANGE_LERP:
 		case MATH_SMOOTHSTEP:
+		case MATH_MOVE_TOWARD:
 		case MATH_DECTIME:
 		case MATH_DEG2RAD:
 		case MATH_RAD2DEG:
@@ -1669,6 +1678,11 @@ MethodInfo GDScriptFunctions::get_info(Function p_func) {
 			mi.return_val.type = Variant::REAL;
 			return mi;
 		} break;
+		case MATH_MOVE_TOWARD: {
+			MethodInfo mi("move_toward", PropertyInfo(Variant::REAL, "from"), PropertyInfo(Variant::REAL, "to"), PropertyInfo(Variant::REAL, "delta"));
+			mi.return_val.type = Variant::REAL;
+			return mi;
+		} break;
 		case MATH_DECTIME: {
 			MethodInfo mi("dectime", PropertyInfo(Variant::REAL, "value"), PropertyInfo(Variant::REAL, "amount"), PropertyInfo(Variant::REAL, "step"));
 			mi.return_val.type = Variant::REAL;

+ 1 - 0
modules/gdscript/gdscript_functions.h

@@ -69,6 +69,7 @@ public:
 		MATH_INVERSE_LERP,
 		MATH_RANGE_LERP,
 		MATH_SMOOTHSTEP,
+		MATH_MOVE_TOWARD,
 		MATH_DECTIME,
 		MATH_RANDOMIZE,
 		MATH_RAND,

+ 5 - 0
modules/mono/glue/Managed/Files/Mathf.cs

@@ -210,6 +210,11 @@ namespace Godot
             return a < b ? a : b;
         }
 
+        public static real_t MoveToward(real_t from, real_t to, real_t delta)
+        {
+            return Abs(to - from) <= delta ? to : from + Sign(to - from) * delta;
+        }
+
         public static int NearestPo2(int value)
         {
             value--;

+ 8 - 0
modules/mono/glue/Managed/Files/Vector2.cs

@@ -186,6 +186,14 @@ namespace Godot
             return res;
         }
 
+        public Vector2 MoveToward(Vector2 to, real_t delta)
+        {
+            var v = this;
+            var vd = to - v;
+            var len = vd.Length();
+            return len <= delta || len < Mathf.Epsilon ? to : v + vd / len * delta;
+        }
+
         public Vector2 Normalized()
         {
             var v = this;

+ 8 - 0
modules/mono/glue/Managed/Files/Vector3.cs

@@ -190,6 +190,14 @@ namespace Godot
             );
         }
 
+        public Vector3 MoveToward(Vector3 to, real_t delta)
+        {
+            var v = this;
+            var vd = to - v;
+            var len = vd.Length();
+            return len <= delta || len < Mathf.Epsilon ? to : v + vd / len * delta;
+        }
+
         public Axis MaxAxis()
         {
             return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);

+ 39 - 36
modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml

@@ -102,114 +102,117 @@
 		</constant>
 		<constant name="MATH_RANGE_LERP" value="28" enum="BuiltinFunc">
 		</constant>
-		<constant name="MATH_DECTIME" value="29" enum="BuiltinFunc">
+		<constant name="MATH_MOVE_TOWARD" value="29" enum="BuiltinFunc">
+			Moves the number toward a value, based on the third input.
+		</constant>
+		<constant name="MATH_DECTIME" value="30" enum="BuiltinFunc">
 			Return the result of 'value' decreased by 'step' * 'amount'.
 		</constant>
-		<constant name="MATH_RANDOMIZE" value="30" enum="BuiltinFunc">
+		<constant name="MATH_RANDOMIZE" value="31" enum="BuiltinFunc">
 			Randomize the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
 		</constant>
-		<constant name="MATH_RAND" value="31" enum="BuiltinFunc">
+		<constant name="MATH_RAND" value="32" enum="BuiltinFunc">
 			Return a random 32 bits integer value. To obtain a random value between 0 to N (where N is smaller than 2^32 - 1), you can use it with the remainder function.
 		</constant>
-		<constant name="MATH_RANDF" value="32" enum="BuiltinFunc">
+		<constant name="MATH_RANDF" value="33" enum="BuiltinFunc">
 			Return a random floating-point value between 0 and 1. To obtain a random value between 0 to N, you can use it with multiplication.
 		</constant>
-		<constant name="MATH_RANDOM" value="33" enum="BuiltinFunc">
+		<constant name="MATH_RANDOM" value="34" enum="BuiltinFunc">
 			Return a random floating-point value between the two inputs.
 		</constant>
-		<constant name="MATH_SEED" value="34" enum="BuiltinFunc">
+		<constant name="MATH_SEED" value="35" enum="BuiltinFunc">
 			Set the seed for the random number generator.
 		</constant>
-		<constant name="MATH_RANDSEED" value="35" enum="BuiltinFunc">
+		<constant name="MATH_RANDSEED" value="36" enum="BuiltinFunc">
 			Return a random value from the given seed, along with the new seed.
 		</constant>
-		<constant name="MATH_DEG2RAD" value="36" enum="BuiltinFunc">
+		<constant name="MATH_DEG2RAD" value="37" enum="BuiltinFunc">
 			Convert the input from degrees to radians.
 		</constant>
-		<constant name="MATH_RAD2DEG" value="37" enum="BuiltinFunc">
+		<constant name="MATH_RAD2DEG" value="38" enum="BuiltinFunc">
 			Convert the input from radians to degrees.
 		</constant>
-		<constant name="MATH_LINEAR2DB" value="38" enum="BuiltinFunc">
+		<constant name="MATH_LINEAR2DB" value="39" enum="BuiltinFunc">
 			Convert the input from linear volume to decibel volume.
 		</constant>
-		<constant name="MATH_DB2LINEAR" value="39" enum="BuiltinFunc">
+		<constant name="MATH_DB2LINEAR" value="40" enum="BuiltinFunc">
 			Convert the input from decibel volume to linear volume.
 		</constant>
-		<constant name="MATH_POLAR2CARTESIAN" value="40" enum="BuiltinFunc">
+		<constant name="MATH_POLAR2CARTESIAN" value="41" enum="BuiltinFunc">
 			Converts a 2D point expressed in the polar coordinate system (a distance from the origin [code]r[/code] and an angle [code]th[/code]) to the cartesian coordinate system (x and y axis).
 		</constant>
-		<constant name="MATH_CARTESIAN2POLAR" value="41" enum="BuiltinFunc">
+		<constant name="MATH_CARTESIAN2POLAR" value="42" enum="BuiltinFunc">
 			Converts a 2D point expressed in the cartesian coordinate system (x and y axis) to the polar coordinate system (a distance from the origin and an angle).
 		</constant>
-		<constant name="MATH_WRAP" value="42" enum="BuiltinFunc">
+		<constant name="MATH_WRAP" value="43" enum="BuiltinFunc">
 		</constant>
-		<constant name="MATH_WRAPF" value="43" enum="BuiltinFunc">
+		<constant name="MATH_WRAPF" value="44" enum="BuiltinFunc">
 		</constant>
-		<constant name="LOGIC_MAX" value="44" enum="BuiltinFunc">
+		<constant name="LOGIC_MAX" value="45" enum="BuiltinFunc">
 			Return the greater of the two numbers, also known as their maximum.
 		</constant>
-		<constant name="LOGIC_MIN" value="45" enum="BuiltinFunc">
+		<constant name="LOGIC_MIN" value="46" enum="BuiltinFunc">
 			Return the lesser of the two numbers, also known as their minimum.
 		</constant>
-		<constant name="LOGIC_CLAMP" value="46" enum="BuiltinFunc">
+		<constant name="LOGIC_CLAMP" value="47" enum="BuiltinFunc">
 			Return the input clamped inside the given range, ensuring the result is never outside it. Equivalent to [code]min(max(input, range_low), range_high)[/code].
 		</constant>
-		<constant name="LOGIC_NEAREST_PO2" value="47" enum="BuiltinFunc">
+		<constant name="LOGIC_NEAREST_PO2" value="48" enum="BuiltinFunc">
 			Return the nearest power of 2 to the input.
 		</constant>
-		<constant name="OBJ_WEAKREF" value="48" enum="BuiltinFunc">
+		<constant name="OBJ_WEAKREF" value="49" enum="BuiltinFunc">
 			Create a [WeakRef] from the input.
 		</constant>
-		<constant name="FUNC_FUNCREF" value="49" enum="BuiltinFunc">
+		<constant name="FUNC_FUNCREF" value="50" enum="BuiltinFunc">
 			Create a [FuncRef] from the input.
 		</constant>
-		<constant name="TYPE_CONVERT" value="50" enum="BuiltinFunc">
+		<constant name="TYPE_CONVERT" value="51" enum="BuiltinFunc">
 			Convert between types.
 		</constant>
-		<constant name="TYPE_OF" value="51" enum="BuiltinFunc">
+		<constant name="TYPE_OF" value="52" enum="BuiltinFunc">
 			Return the type of the input as an integer. Check [enum Variant.Type] for the integers that might be returned.
 		</constant>
-		<constant name="TYPE_EXISTS" value="52" enum="BuiltinFunc">
+		<constant name="TYPE_EXISTS" value="53" enum="BuiltinFunc">
 			Checks if a type is registered in the [ClassDB].
 		</constant>
-		<constant name="TEXT_CHAR" value="53" enum="BuiltinFunc">
+		<constant name="TEXT_CHAR" value="54" enum="BuiltinFunc">
 			Return a character with the given ascii value.
 		</constant>
-		<constant name="TEXT_STR" value="54" enum="BuiltinFunc">
+		<constant name="TEXT_STR" value="55" enum="BuiltinFunc">
 			Convert the input to a string.
 		</constant>
-		<constant name="TEXT_PRINT" value="55" enum="BuiltinFunc">
+		<constant name="TEXT_PRINT" value="56" enum="BuiltinFunc">
 			Print the given string to the output window.
 		</constant>
-		<constant name="TEXT_PRINTERR" value="56" enum="BuiltinFunc">
+		<constant name="TEXT_PRINTERR" value="57" enum="BuiltinFunc">
 			Print the given string to the standard error output.
 		</constant>
-		<constant name="TEXT_PRINTRAW" value="57" enum="BuiltinFunc">
+		<constant name="TEXT_PRINTRAW" value="58" enum="BuiltinFunc">
 			Print the given string to the standard output, without adding a newline.
 		</constant>
-		<constant name="VAR_TO_STR" value="58" enum="BuiltinFunc">
+		<constant name="VAR_TO_STR" value="59" enum="BuiltinFunc">
 			Serialize a [Variant] to a string.
 		</constant>
-		<constant name="STR_TO_VAR" value="59" enum="BuiltinFunc">
+		<constant name="STR_TO_VAR" value="60" enum="BuiltinFunc">
 			Deserialize a [Variant] from a string serialized using [code]VAR_TO_STR[/code].
 		</constant>
-		<constant name="VAR_TO_BYTES" value="60" enum="BuiltinFunc">
+		<constant name="VAR_TO_BYTES" value="61" enum="BuiltinFunc">
 			Serialize a [Variant] to a [PoolByteArray].
 		</constant>
-		<constant name="BYTES_TO_VAR" value="61" enum="BuiltinFunc">
+		<constant name="BYTES_TO_VAR" value="62" enum="BuiltinFunc">
 			Deserialize a [Variant] from a [PoolByteArray] serialized using [code]VAR_TO_BYTES[/code].
 		</constant>
-		<constant name="COLORN" value="62" enum="BuiltinFunc">
+		<constant name="COLORN" value="63" enum="BuiltinFunc">
 			Return the [Color] with the given name and alpha ranging from 0 to 1. Note: names are defined in color_names.inc.
 		</constant>
-		<constant name="MATH_SMOOTHSTEP" value="63" enum="BuiltinFunc">
+		<constant name="MATH_SMOOTHSTEP" value="64" enum="BuiltinFunc">
 			Return a number smoothly interpolated between the first two inputs, based on the third input. Similar to [code]MATH_LERP[/code], but interpolates faster at the beginning and slower at the end. Using Hermite interpolation formula:
 			[codeblock]
 			var t = clamp((weight - from) / (to - from), 0.0, 1.0)
 			return t * t * (3.0 - 2.0 * t)
 			[/codeblock]
 		</constant>
-		<constant name="FUNC_MAX" value="64" enum="BuiltinFunc">
+		<constant name="FUNC_MAX" value="65" enum="BuiltinFunc">
 			The maximum value the [member function] property can have.
 		</constant>
 	</constants>

+ 20 - 0
modules/visual_script/visual_script_builtin_funcs.cpp

@@ -68,6 +68,7 @@ const char *VisualScriptBuiltinFunc::func_name[VisualScriptBuiltinFunc::FUNC_MAX
 	"lerp",
 	"inverse_lerp",
 	"range_lerp",
+	"move_toward",
 	"dectime",
 	"randomize",
 	"randi",
@@ -206,6 +207,7 @@ int VisualScriptBuiltinFunc::get_func_argument_count(BuiltinFunc p_func) {
 		case MATH_LERP:
 		case MATH_INVERSE_LERP:
 		case MATH_SMOOTHSTEP:
+		case MATH_MOVE_TOWARD:
 		case MATH_DECTIME:
 		case MATH_WRAP:
 		case MATH_WRAPF:
@@ -347,6 +349,14 @@ PropertyInfo VisualScriptBuiltinFunc::get_input_value_port_info(int p_idx) const
 			else
 				return PropertyInfo(Variant::REAL, "weight");
 		} break;
+		case MATH_MOVE_TOWARD: {
+			if (p_idx == 0)
+				return PropertyInfo(Variant::REAL, "from");
+			else if (p_idx == 1)
+				return PropertyInfo(Variant::REAL, "to");
+			else
+				return PropertyInfo(Variant::REAL, "delta");
+		} break;
 		case MATH_DECTIME: {
 			if (p_idx == 0)
 				return PropertyInfo(Variant::REAL, "value");
@@ -580,6 +590,7 @@ PropertyInfo VisualScriptBuiltinFunc::get_output_value_port_info(int p_idx) cons
 		case MATH_INVERSE_LERP:
 		case MATH_RANGE_LERP:
 		case MATH_SMOOTHSTEP:
+		case MATH_MOVE_TOWARD:
 		case MATH_DECTIME: {
 			t = Variant::REAL;
 
@@ -916,6 +927,13 @@ void VisualScriptBuiltinFunc::exec_func(BuiltinFunc p_func, const Variant **p_in
 			VALIDATE_ARG_NUM(2);
 			*r_return = Math::smoothstep((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2]);
 		} break;
+		case VisualScriptBuiltinFunc::MATH_MOVE_TOWARD: {
+
+			VALIDATE_ARG_NUM(0);
+			VALIDATE_ARG_NUM(1);
+			VALIDATE_ARG_NUM(2);
+			*r_return = Math::move_toward((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2]);
+		} break;
 		case VisualScriptBuiltinFunc::MATH_DECTIME: {
 
 			VALIDATE_ARG_NUM(0);
@@ -1363,6 +1381,7 @@ void VisualScriptBuiltinFunc::_bind_methods() {
 	BIND_ENUM_CONSTANT(MATH_LERP);
 	BIND_ENUM_CONSTANT(MATH_INVERSE_LERP);
 	BIND_ENUM_CONSTANT(MATH_RANGE_LERP);
+	BIND_ENUM_CONSTANT(MATH_MOVE_TOWARD);
 	BIND_ENUM_CONSTANT(MATH_DECTIME);
 	BIND_ENUM_CONSTANT(MATH_RANDOMIZE);
 	BIND_ENUM_CONSTANT(MATH_RAND);
@@ -1453,6 +1472,7 @@ void register_visual_script_builtin_func_node() {
 	VisualScriptLanguage::singleton->add_register_func("functions/built_in/inverse_lerp", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_INVERSE_LERP>);
 	VisualScriptLanguage::singleton->add_register_func("functions/built_in/range_lerp", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_RANGE_LERP>);
 	VisualScriptLanguage::singleton->add_register_func("functions/built_in/smoothstep", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_SMOOTHSTEP>);
+	VisualScriptLanguage::singleton->add_register_func("functions/built_in/move_toward", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_MOVE_TOWARD>);
 	VisualScriptLanguage::singleton->add_register_func("functions/built_in/dectime", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_DECTIME>);
 	VisualScriptLanguage::singleton->add_register_func("functions/built_in/randomize", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_RANDOMIZE>);
 	VisualScriptLanguage::singleton->add_register_func("functions/built_in/rand", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_RAND>);

+ 1 - 0
modules/visual_script/visual_script_builtin_funcs.h

@@ -67,6 +67,7 @@ public:
 		MATH_LERP,
 		MATH_INVERSE_LERP,
 		MATH_RANGE_LERP,
+		MATH_MOVE_TOWARD,
 		MATH_DECTIME,
 		MATH_RANDOMIZE,
 		MATH_RAND,