Files
2026-01-19 09:50:54 +09:00

357 lines
11 KiB
C#

using System;
namespace Nanomesh
{
public static partial class MathF
{
// Returns the sine of angle /f/ in radians.
public static float Sin(float f) { return (float)Math.Sin(f); }
// Returns the cosine of angle /f/ in radians.
public static float Cos(float f) { return (float)Math.Cos(f); }
// Returns the tangent of angle /f/ in radians.
public static float Tan(float f) { return (float)Math.Tan(f); }
// Returns the arc-sine of /f/ - the angle in radians whose sine is /f/.
public static float Asin(float f) { return (float)Math.Asin(f); }
// Returns the arc-cosine of /f/ - the angle in radians whose cosine is /f/.
public static float Acos(float f) { return (float)Math.Acos(f); }
// Returns the arc-tangent of /f/ - the angle in radians whose tangent is /f/.
public static float Atan(float f) { return (float)Math.Atan(f); }
// Returns the angle in radians whose ::ref::Tan is @@y/x@@.
public static float Atan2(float y, float x) { return (float)Math.Atan2(y, x); }
// Returns square root of /f/.
public static float Sqrt(float f) { return (float)Math.Sqrt(f); }
// Returns the absolute value of /f/.
public static float Abs(float f) { return (float)Math.Abs(f); }
// Returns the absolute value of /value/.
public static int Abs(int value) { return Math.Abs(value); }
/// *listonly*
public static float Min(float a, float b) { return a < b ? a : b; }
// Returns the smallest of two or more values.
public static float Min(params float[] values)
{
int len = values.Length;
if (len == 0)
{
return 0;
}
float m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] < m)
{
m = values[i];
}
}
return m;
}
/// *listonly*
public static int Min(int a, int b) { return a < b ? a : b; }
// Returns the smallest of two or more values.
public static int Min(params int[] values)
{
int len = values.Length;
if (len == 0)
{
return 0;
}
int m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] < m)
{
m = values[i];
}
}
return m;
}
/// *listonly*
public static float Max(float a, float b) { return a > b ? a : b; }
// Returns largest of two or more values.
public static float Max(params float[] values)
{
int len = values.Length;
if (len == 0)
{
return 0;
}
float m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] > m)
{
m = values[i];
}
}
return m;
}
/// *listonly*
public static int Max(int a, int b) { return a > b ? a : b; }
// Returns the largest of two or more values.
public static int Max(params int[] values)
{
int len = values.Length;
if (len == 0)
{
return 0;
}
int m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] > m)
{
m = values[i];
}
}
return m;
}
// Returns /f/ raised to power /p/.
public static float Pow(float f, float p) { return (float)Math.Pow(f, p); }
// Returns e raised to the specified power.
public static float Exp(float power) { return (float)Math.Exp(power); }
// Returns the logarithm of a specified number in a specified base.
public static float Log(float f, float p) { return (float)Math.Log(f, p); }
// Returns the natural (base e) logarithm of a specified number.
public static float Log(float f) { return (float)Math.Log(f); }
// Returns the base 10 logarithm of a specified number.
public static float Log10(float f) { return (float)Math.Log10(f); }
// Returns the smallest integer greater to or equal to /f/.
public static float Ceil(float f) { return (float)Math.Ceiling(f); }
// Returns the largest integer smaller to or equal to /f/.
public static float Floor(float f) { return (float)Math.Floor(f); }
// Returns /f/ rounded to the nearest integer.
public static float Round(float f) { return (float)Math.Round(f); }
// Returns the smallest integer greater to or equal to /f/.
public static int CeilToInt(float f) { return (int)Math.Ceiling(f); }
// Returns the largest integer smaller to or equal to /f/.
public static int FloorToInt(float f) { return (int)Math.Floor(f); }
// Returns /f/ rounded to the nearest integer.
public static int RoundToInt(float f) { return (int)Math.Round(f); }
// Returns the sign of /f/.
public static float Sign(float f) { return f >= 0F ? 1F : -1F; }
// The infamous ''3.14159265358979...'' value (RO).
public const float PI = (float)Math.PI;
// A representation of positive infinity (RO).
public const float Infinity = float.PositiveInfinity;
// A representation of negative infinity (RO).
public const float NegativeInfinity = float.NegativeInfinity;
// Degrees-to-radians conversion constant (RO).
public const float Deg2Rad = PI * 2F / 360F;
// Radians-to-degrees conversion constant (RO).
public const float Rad2Deg = 1F / Deg2Rad;
// Clamps a value between a minimum float and maximum float value.
public static double Clamp(double value, double min, double max)
{
if (value < min)
{
value = min;
}
else if (value > max)
{
value = max;
}
return value;
}
// Clamps a value between a minimum float and maximum float value.
public static float Clamp(float value, float min, float max)
{
if (value < min)
{
value = min;
}
else if (value > max)
{
value = max;
}
return value;
}
// Clamps value between min and max and returns value.
// Set the position of the transform to be that of the time
// but never less than 1 or more than 3
//
public static int Clamp(int value, int min, int max)
{
if (value < min)
{
value = min;
}
else if (value > max)
{
value = max;
}
return value;
}
// Clamps value between 0 and 1 and returns value
public static float Clamp01(float value)
{
if (value < 0F)
{
return 0F;
}
else if (value > 1F)
{
return 1F;
}
else
{
return value;
}
}
// Interpolates between /a/ and /b/ by /t/. /t/ is clamped between 0 and 1.
public static float Lerp(float a, float b, float t)
{
return a + (b - a) * Clamp01(t);
}
// Interpolates between /a/ and /b/ by /t/ without clamping the interpolant.
public static float LerpUnclamped(float a, float b, float t)
{
return a + (b - a) * t;
}
// Same as ::ref::Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
public static float LerpAngle(float a, float b, float t)
{
float delta = Repeat((b - a), 360);
if (delta > 180)
{
delta -= 360;
}
return a + delta * Clamp01(t);
}
// Moves a value /current/ towards /target/.
public static float MoveTowards(float current, float target, float maxDelta)
{
if (MathF.Abs(target - current) <= maxDelta)
{
return target;
}
return current + MathF.Sign(target - current) * maxDelta;
}
// Same as ::ref::MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
public static float MoveTowardsAngle(float current, float target, float maxDelta)
{
float deltaAngle = DeltaAngle(current, target);
if (-maxDelta < deltaAngle && deltaAngle < maxDelta)
{
return target;
}
target = current + deltaAngle;
return MoveTowards(current, target, maxDelta);
}
// Interpolates between /min/ and /max/ with smoothing at the limits.
public static float SmoothStep(float from, float to, float t)
{
t = MathF.Clamp01(t);
t = -2.0F * t * t * t + 3.0F * t * t;
return to * t + from * (1F - t);
}
//*undocumented
public static float Gamma(float value, float absmax, float gamma)
{
bool negative = value < 0F;
float absval = Abs(value);
if (absval > absmax)
{
return negative ? -absval : absval;
}
float result = Pow(absval / absmax, gamma) * absmax;
return negative ? -result : result;
}
// Loops the value t, so that it is never larger than length and never smaller than 0.
public static float Repeat(float t, float length)
{
return Clamp(t - MathF.Floor(t / length) * length, 0.0f, length);
}
// PingPongs the value t, so that it is never larger than length and never smaller than 0.
public static float PingPong(float t, float length)
{
t = Repeat(t, length * 2F);
return length - MathF.Abs(t - length);
}
// Calculates the ::ref::Lerp parameter between of two values.
public static float InverseLerp(float a, float b, float value)
{
if (a != b)
{
return Clamp01((value - a) / (b - a));
}
else
{
return 0.0f;
}
}
// Calculates the shortest difference between two given angles.
public static float DeltaAngle(float current, float target)
{
float delta = MathF.Repeat((target - current), 360.0F);
if (delta > 180.0F)
{
delta -= 360.0F;
}
return delta;
}
internal static long RandomToLong(System.Random r)
{
byte[] buffer = new byte[8];
r.NextBytes(buffer);
return (long)(System.BitConverter.ToUInt64(buffer, 0) & long.MaxValue);
}
}
}