mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-01-13 21:07:31 -05:00
894c60f77a
* Fixed NaN on normalize 0 vector. * Tentative implementation in getStepLength. * mapEntity.TileX/Y removed. * Fixed Position and Target not being initialised in createMapEntity. * mapEntity.Position is no longer embedded. * mapEntity.LocationX/Y no longer used outside map_entity.go. * mapEntity.subCellX/Y removed. * mapEntity.LocationX/Y removed. * mapEntity.OffsetX/Y and TargetX/Y removed. * Direction method added to Vector, returns 0-64 direction. * Moved Vector.Direction() to Position.DirectionTo and refactored. * Renamed RenderOffset from SubCell and tested IsZero. * d2math.WrapInt added for use with directions. * Tidied up position and tests. * Refactored d2common.AdjustWithRemainder into d2mapEntity. * Tidying up d2mapEntity. * Final cleanup. * Lint warnings. * Spelling correction.
84 lines
1.8 KiB
Go
84 lines
1.8 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 math.Abs(a-b) < Epsilon
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}
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// CompareFloat64Fuzzy returns an integer between -1 and 1 describing
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// the comparison of floats a and b. 0 will be returned if the
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// absolute difference between a and b is less than Epsilon.
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func CompareFloat64Fuzzy(a, b float64) int {
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delta := a - b
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if math.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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// ClampFloat64 returns a clamped to min and max.
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func ClampFloat64(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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