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350 lines
11 KiB
350 lines
11 KiB
#region License
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/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#endregion
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namespace Sog
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{
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/// <summary>
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/// Provides constants and static methods for trigonometric, logarithmic, and other common mathematical functions.
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/// </summary>
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public sealed class FixedMath
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{
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/// <summary>
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/// PI constant.
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/// </summary>
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public static Fixed64 Pi = Fixed64.Pi;
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public static Fixed64 PI = Fixed64.Pi;
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/// <summary>
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/// PI over 2 constant.
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/// </summary>
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public static Fixed64 PiOver2 = Fixed64.PiOver2;
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/// <summary>
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/// A small value often used to decide if numeric results are zero.
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/// </summary>
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public static Fixed64 Epsilon = Fixed64.Epsilon;
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/// <summary>
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/// Degree to radians constant.
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/// </summary>
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public static Fixed64 Deg2Rad = Fixed64.Deg2Rad;
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/// <summary>
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/// Radians to degree constant.
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/// </summary>
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public static Fixed64 Rad2Deg = Fixed64.Rad2Deg;
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/// <summary>
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/// Gets the square root.
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/// </summary>
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/// <param name="number">The number to get the square root from.</param>
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/// <returns></returns>
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public static Fixed64 Sqrt(Fixed64 number)
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{
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return Fixed64.Sqrt(number);
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}
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public static Fixed64 Square(Fixed64 value)
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{
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return value * value;
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}
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/// <summary>
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/// Gets the maximum number of two values.
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/// </summary>
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/// <param name="val1">The first value.</param>
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/// <param name="val2">The second value.</param>
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/// <returns>Returns the largest value.</returns>
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public static Fixed64 Max(Fixed64 val1, Fixed64 val2)
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{
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return (val1 > val2) ? val1 : val2;
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}
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/// <summary>
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/// Gets the minimum number of two values.
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/// </summary>
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/// <param name="val1">The first value.</param>
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/// <param name="val2">The second value.</param>
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/// <returns>Returns the smallest value.</returns>
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public static Fixed64 Min(Fixed64 val1, Fixed64 val2)
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{
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return (val1 < val2) ? val1 : val2;
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}
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/// <summary>
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/// Gets the maximum number of three values.
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/// </summary>
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/// <param name="val1">The first value.</param>
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/// <param name="val2">The second value.</param>
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/// <param name="val3">The third value.</param>
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/// <returns>Returns the largest value.</returns>
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public static Fixed64 Max(Fixed64 val1, Fixed64 val2, Fixed64 val3)
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{
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Fixed64 max12 = (val1 > val2) ? val1 : val2;
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return (max12 > val3) ? max12 : val3;
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}
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/// <summary>
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/// Returns a number which is within [min,max]
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/// </summary>
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/// <param name="value">The value to clamp.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>The clamped value.</returns>
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public static Fixed64 Clamp(Fixed64 value, Fixed64 min, Fixed64 max)
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{
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value = (value > max) ? max : value;
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value = (value < min) ? min : value;
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return value;
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}
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public static Fixed64 Clamp01(Fixed64 value)
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{
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if (value < Fixed64.Zero)
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return Fixed64.Zero;
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if (value > Fixed64.One)
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return Fixed64.One;
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return value;
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}
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/// <summary>
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/// Returns the sine of value.
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/// </summary>
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public static Fixed64 Sin(Fixed64 value)
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{
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return Fixed64.Sin(value);
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}
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/// <summary>
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/// Returns the cosine of value.
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/// </summary>
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public static Fixed64 Cos(Fixed64 value)
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{
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return Fixed64.Cos(value);
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}
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/// <summary>
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/// Returns the tan of value.
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/// </summary>
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public static Fixed64 Tan(Fixed64 value)
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{
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return Fixed64.Tan(value);
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}
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/// <summary>
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/// Returns the arc sine of value.
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/// </summary>
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public static Fixed64 Asin(Fixed64 value)
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{
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return Fixed64.Asin(value);
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}
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/// <summary>
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/// Returns the arc cosine of value.
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/// </summary>
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public static Fixed64 Acos(Fixed64 value)
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{
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return Fixed64.Acos(value);
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}
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/// <summary>
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/// Returns the arc tan of value.
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/// </summary>
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public static Fixed64 Atan(Fixed64 value)
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{
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return Fixed64.Atan(value);
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}
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/// <summary>
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/// Returns the arc tan of coordinates x-y.
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/// </summary>
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public static Fixed64 Atan2(Fixed64 y, Fixed64 x)
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{
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return Fixed64.Atan2(y, x);
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}
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/// <summary>
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/// Returns the largest integer less than or equal to the specified number.
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/// </summary>
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public static Fixed64 Floor(Fixed64 value)
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{
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return Fixed64.Floor(value);
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}
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public static int FloorToInt(Fixed64 value)
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{
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return (int)Fixed64.Floor(value);
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}
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/// <summary>
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/// Returns the smallest integral value that is greater than or equal to the specified number.
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/// </summary>
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public static Fixed64 Ceiling(Fixed64 value)
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{
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return value;
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}
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public static int CeilToInt(Fixed64 value)
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{
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return (int)value;
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}
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/// <summary>
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/// Rounds a value to the nearest integral value.
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/// If the value is halfway between an even and an uneven value, returns the even value.
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/// </summary>
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public static Fixed64 Round(Fixed64 value)
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{
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return Fixed64.Round(value);
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}
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public static int RoundToInt(Fixed64 value)
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{
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return (int)Fixed64.Round(value);
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}
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/// <summary>
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/// Returns a number indicating the sign of a Fix64 number.
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/// Returns 1 if the value is positive, 0 if is 0, and -1 if it is negative.
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/// </summary>
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public static int Sign(Fixed64 value)
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{
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return Fixed64.Sign(value);
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}
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/// <summary>
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/// Returns the absolute value of a Fix64 number.
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/// Note: Abs(Fix64.MinValue) == Fix64.MaxValue.
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/// </summary>
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public static Fixed64 Abs(Fixed64 value)
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{
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return Fixed64.Abs(value);
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}
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public static Fixed64 Barycentric(Fixed64 value1, Fixed64 value2, Fixed64 value3, Fixed64 amount1, Fixed64 amount2)
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{
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return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
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}
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public static Fixed64 CatmullRom(Fixed64 value1, Fixed64 value2, Fixed64 value3, Fixed64 value4, Fixed64 amount)
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{
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// Using formula from http://www.mvps.org/directx/articles/catmull/
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// Internally using FPs not to lose precission
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Fixed64 amountSquared = amount * amount;
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Fixed64 amountCubed = amountSquared * amount;
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return (0.5 * (2.0 * value2 +
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(value3 - value1) * amount +
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(2.0 * value1 - 5.0 * value2 + 4.0 * value3 - value4) * amountSquared +
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(3.0 * value2 - value1 - 3.0 * value3 + value4) * amountCubed));
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}
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public static Fixed64 Distance(Fixed64 value1, Fixed64 value2)
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{
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return Fixed64.Abs(value1 - value2);
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}
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public static Fixed64 Hermite(Fixed64 value1, Fixed64 tangent1, Fixed64 value2, Fixed64 tangent2, Fixed64 amount)
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{
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// All transformed to FP not to lose precission
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// Otherwise, for high numbers of param:amount the result is NaN instead of Infinity
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Fixed64 v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result;
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Fixed64 sCubed = s * s * s;
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Fixed64 sSquared = s * s;
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if (amount == 0f)
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result = value1;
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else if (amount == 1f)
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result = value2;
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else
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result = (2 * v1 - 2 * v2 + t2 + t1) * sCubed +
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(3 * v2 - 3 * v1 - 2 * t1 - t2) * sSquared +
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t1 * s +
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v1;
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return result;
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}
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public static Fixed64 Lerp(Fixed64 value1, Fixed64 value2, Fixed64 amount)
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{
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return value1 + (value2 - value1) * amount;
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}
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public static Fixed64 InverseLerp(Fixed64 a, Fixed64 b, Fixed64 value)
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{
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if (a != b)
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return Clamp01((value - a) / (b - a));
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return Fixed64.Zero;
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}
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public static Fixed64 SmoothStep(Fixed64 value1, Fixed64 value2, Fixed64 amount)
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{
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// It is expected that 0 < amount < 1
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// If amount < 0, return value1
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// If amount > 1, return value2
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Fixed64 result = Clamp(amount, 0f, 1f);
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result = Hermite(value1, 0f, value2, 0f, result);
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return result;
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}
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public static Fixed64 Repeat(Fixed64 t, Fixed64 length)
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{
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return Clamp(t - Floor(t / length) * length, 0.0f, length);
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}
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public static Fixed64 DeltaAngle(Fixed64 current, Fixed64 target)
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{
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Fixed64 num = Repeat(target - current, 360f);
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if (num > 180.0)
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num -= 360f;
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return num;
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}
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public static int DivideRoundingUp(int numerator, int divisor)
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{
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return (numerator + divisor - 1) / divisor;
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}
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public static int DivideRoundingUp(int numerator, double divisor)
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{
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double num = (double)numerator / divisor;
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int num2 = (int)System.Math.Truncate(num);
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if (num - (double)num2 > 0.0)
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{
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num2++;
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}
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return num2;
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}
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public static int DivideRoundingUp(double numerator, double divisor)
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{
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double num = numerator / divisor;
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int num2 = (int)System.Math.Truncate(num);
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if (num - (double)num2 > 0.0)
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{
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num2++;
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}
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return num2;
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}
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public static Fixed64Vector2 Mix(Fixed64Vector2 v1, Fixed64Vector2 v2, Fixed64 a)
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{
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return (v1 + (v2 - v1) * a);
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}
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}
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}
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