mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-07 18:57:18 -05:00
122 lines
2.4 KiB
Go
122 lines
2.4 KiB
Go
package d2common
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import (
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"math"
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)
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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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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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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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// GetAngleBetween returns the angle between two points. 0deg is facing to the right.
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func GetAngleBetween(p1X, p1Y, p2X, p2Y float64) int {
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deltaY := p1Y - p2Y
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deltaX := p2X - p1X
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result := math.Atan2(deltaY, deltaX) * (180 / math.Pi)
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iResult := int(result)
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for iResult < 0 {
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iResult += 360
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}
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for iResult >= 360 {
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iResult -= 360
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}
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return iResult
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}
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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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// AlmostEqual returns true if two values are within threshold from each other
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func AlmostEqual(a, b, threshold float64) bool {
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return math.Abs(a-b) <= threshold
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}
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// Return the new adjusted value, as well as any remaining amount after the max
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func AdjustWithRemainder(sourceValue, adjustment, targetvalue float64) (newValue, remainder float64) {
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if adjustment == 0 || math.Abs(adjustment) < 0.000001 {
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return sourceValue, 0
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}
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adjustNegative := adjustment < 0.0
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maxNegative := targetvalue-sourceValue < 0.0
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if adjustNegative != maxNegative {
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// FIXME: This shouldn't happen but it happens all the time..
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return sourceValue, 0
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//panic("Cannot move towards the opposite direction...")
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}
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finalValue := sourceValue + adjustment
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if !adjustNegative {
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if finalValue > targetvalue {
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diff := finalValue - targetvalue
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return targetvalue, diff
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}
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return finalValue, 0
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}
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if finalValue < targetvalue {
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return targetvalue, finalValue - targetvalue
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}
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return finalValue, 0
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}
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