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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-29 18:45:23 +00:00
OpenDiablo2/d2common/d2math/math.go
danhale-git 894c60f77a
Map entity rework - vectors in mapEntity (#579)
* 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.
2020-07-13 09:06:50 -04:00

84 lines
1.8 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 math.Abs(a-b) < Epsilon
}
// CompareFloat64Fuzzy 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 CompareFloat64Fuzzy(a, b float64) int {
delta := a - b
if math.Abs(delta) < Epsilon {
return 0
}
if delta > 0 {
return 1
}
return -1
}
// ClampFloat64 returns a clamped to min and max.
func ClampFloat64(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
}