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https://github.com/OpenDiablo2/OpenDiablo2
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* Move engine initialization to d2app * adding debug print of error returned from `App.Run` * adding ClampInt utility function to d2math * cleaned up argument parsing in app.go, dedicated server no longer starts a renderer Co-authored-by: gravestench <dknuth0101@gmail.com>
175 lines
3.4 KiB
Go
175 lines
3.4 KiB
Go
package d2math
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import "math"
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const (
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// Epsilon is used as the threshold for 'almost equal' operations.
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Epsilon float64 = 0.0001
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// RadToDeg is used to convert anges in radians to degrees by multiplying the radians by RadToDeg. Similarly,degrees
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// are converted to radians when dividing by RadToDeg.
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RadToDeg float64 = 57.29578
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// RadFull is the radian equivalent of 360 degrees.
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RadFull float64 = 6.283185253783088
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)
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// EqualsApprox returns true if the difference between a and b is less than Epsilon.
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func EqualsApprox(a, b float64) bool {
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return Abs(a-b) < Epsilon
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}
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// CompareApprox returns an integer between -1 and 1 describing the comparison of floats a and b. 0 will be returned if
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// the absolute difference between a and b is less than Epsilon.
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func CompareApprox(a, b float64) int {
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delta := a - b
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if Abs(delta) < Epsilon {
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return 0
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}
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if delta > 0 {
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return 1
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}
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return -1
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}
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// Abs returns the absolute value of a. It is a less CPU intensive version of the standard library math.Abs().
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func Abs(a float64) float64 {
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if a < 0 {
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return -a
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}
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return a
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}
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// Clamp returns a clamped to min and max.
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func Clamp(a, min, max float64) float64 {
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if a > max {
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return max
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} else if a < min {
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return min
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}
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return a
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}
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// Sign returns the sign of a.
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func Sign(a float64) int {
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switch {
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case a < 0:
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return -1
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case a > 0:
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return +1
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}
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return 0
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}
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// Lerp returns the linear interpolation from a to b using interpolator x.
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func Lerp(a, b, x float64) float64 {
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return a + x*(b-a)
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}
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// Unlerp returns the intepolator Lerp would require to return x when given
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// a and b. The x argument of this function can be thought of as the return
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// value of lerp. The return value of this function can be used as x in
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// Lerp.
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func Unlerp(a, b, x float64) float64 {
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return (x - a) / (b - a)
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}
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// WrapInt wraps x to between 0 and max. For example WrapInt(450, 360) would return 90.
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func WrapInt(x, max int) int {
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wrapped := x % max
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if wrapped < 0 {
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return max + wrapped
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}
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return wrapped
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}
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// MinInt returns the minimum of the given values
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func MinInt(a, b int) int {
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if a < b {
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return a
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}
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return b
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}
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// MaxInt returns the maximum of the given values
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func MaxInt(a, b int) int {
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if a > b {
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return a
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}
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return b
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}
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// Min returns the lower of two values
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func Min(a, b uint32) uint32 {
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if a < b {
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return a
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}
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return b
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}
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// Max returns the higher of two values
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func Max(a, b uint32) uint32 {
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if a > b {
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return a
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}
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return b
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}
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// MaxInt32 returns the higher of two values
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func MaxInt32(a, b int32) int32 {
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if a > b {
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return a
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}
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return b
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}
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// AbsInt32 returns the absolute of the given int32
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func AbsInt32(a int32) int32 {
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if a < 0 {
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return -a
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}
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return a
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}
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// MinInt32 returns the higher of two values
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func MinInt32(a, b int32) int32 {
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if a < b {
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return a
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}
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return b
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}
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// BytesToInt32 converts 4 bytes to int32
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// IsoToScreen converts isometric coordinates to screenspace coordinates
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// ScreenToIso converts screenspace coordinates to isometric coordinates
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// GetRadiansBetween returns the radians between two points. 0rad is facing to the right.
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func GetRadiansBetween(p1X, p1Y, p2X, p2Y float64) float64 {
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deltaY := p2Y - p1Y
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deltaX := p2X - p1X
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return math.Atan2(deltaY, deltaX)
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}
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// ClampInt ensures that the given value is between or equal to the given min or max
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func ClampInt(value, min, max int) int {
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return int(math.Min(math.Max(float64(value), float64(min)), float64(max)))
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}
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