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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-04 17:27:16 -05:00
OpenDiablo2/d2common/d2math/math.go
Julien Ganichot 1f2771e8bc
Resolves #874 and #892 (#894)
* 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>
2020-11-01 16:05:50 -08:00

175 lines
3.4 KiB
Go

package d2math
import "math"
const (
// Epsilon is used as the threshold for 'almost equal' operations.
Epsilon float64 = 0.0001
// RadToDeg is used to convert anges in radians to degrees by multiplying the radians by RadToDeg. Similarly,degrees
// are converted to radians when dividing by RadToDeg.
RadToDeg float64 = 57.29578
// RadFull is the radian equivalent of 360 degrees.
RadFull float64 = 6.283185253783088
)
// EqualsApprox returns true if the difference between a and b is less than Epsilon.
func EqualsApprox(a, b float64) bool {
return Abs(a-b) < Epsilon
}
// CompareApprox returns an integer between -1 and 1 describing the comparison of floats a and b. 0 will be returned if
// the absolute difference between a and b is less than Epsilon.
func CompareApprox(a, b float64) int {
delta := a - b
if Abs(delta) < Epsilon {
return 0
}
if delta > 0 {
return 1
}
return -1
}
// Abs returns the absolute value of a. It is a less CPU intensive version of the standard library math.Abs().
func Abs(a float64) float64 {
if a < 0 {
return -a
}
return a
}
// Clamp returns a clamped to min and max.
func Clamp(a, min, max float64) float64 {
if a > max {
return max
} else if a < min {
return min
}
return a
}
// Sign returns the sign of a.
func Sign(a float64) int {
switch {
case a < 0:
return -1
case a > 0:
return +1
}
return 0
}
// Lerp returns the linear interpolation from a to b using interpolator x.
func Lerp(a, b, x float64) float64 {
return a + x*(b-a)
}
// Unlerp returns the intepolator Lerp would require to return x when given
// a and b. The x argument of this function can be thought of as the return
// value of lerp. The return value of this function can be used as x in
// Lerp.
func Unlerp(a, b, x float64) float64 {
return (x - a) / (b - a)
}
// WrapInt wraps x to between 0 and max. For example WrapInt(450, 360) would return 90.
func WrapInt(x, max int) int {
wrapped := x % max
if wrapped < 0 {
return max + wrapped
}
return wrapped
}
// MinInt returns the minimum of the given values
func MinInt(a, b int) int {
if a < b {
return a
}
return b
}
// MaxInt returns the maximum of the given values
func MaxInt(a, b int) int {
if a > b {
return a
}
return b
}
// Min returns the lower of two values
func Min(a, b uint32) uint32 {
if a < b {
return a
}
return b
}
// Max returns the higher of two values
func Max(a, b uint32) uint32 {
if a > b {
return a
}
return b
}
// MaxInt32 returns the higher of two values
func MaxInt32(a, b int32) int32 {
if a > b {
return a
}
return b
}
// AbsInt32 returns the absolute of the given int32
func AbsInt32(a int32) int32 {
if a < 0 {
return -a
}
return a
}
// MinInt32 returns the higher of two values
func MinInt32(a, b int32) int32 {
if a < b {
return a
}
return b
}
// BytesToInt32 converts 4 bytes to int32
// IsoToScreen converts isometric coordinates to screenspace coordinates
// ScreenToIso converts screenspace coordinates to isometric coordinates
// GetRadiansBetween returns the radians between two points. 0rad is facing to the right.
func GetRadiansBetween(p1X, p1Y, p2X, p2Y float64) float64 {
deltaY := p2Y - p1Y
deltaX := p2X - p1X
return math.Atan2(deltaY, deltaX)
}
// ClampInt ensures that the given value is between or equal to the given min or max
func ClampInt(value, min, max int) int {
return int(math.Min(math.Max(float64(value), float64(min)), float64(max)))
}