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Mathf.cs
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Mathf.cs
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Threading;
using uei = UnityEngine.Internal;
namespace UnityEngineInternal
{
public partial struct MathfInternal
{
public static volatile float FloatMinNormal = 1.17549435E-38f;
public static volatile float FloatMinDenormal = Single.Epsilon;
public static bool IsFlushToZeroEnabled = (FloatMinDenormal == 0);
}
}
namespace UnityEngine
{
// A collection of common math functions.
public partial struct Mathf
{
// Returns the sine of angle /f/ in radians.
public static float Sin(float f) { return (float)Math.Sin(f); }
// Returns the cosine of angle /f/ in radians.
public static float Cos(float f) { return (float)Math.Cos(f); }
// Returns the tangent of angle /f/ in radians.
public static float Tan(float f) { return (float)Math.Tan(f); }
// Returns the arc-sine of /f/ - the angle in radians whose sine is /f/.
public static float Asin(float f) { return (float)Math.Asin(f); }
// Returns the arc-cosine of /f/ - the angle in radians whose cosine is /f/.
public static float Acos(float f) { return (float)Math.Acos(f); }
// Returns the arc-tangent of /f/ - the angle in radians whose tangent is /f/.
public static float Atan(float f) { return (float)Math.Atan(f); }
// Returns the angle in radians whose ::ref::Tan is @@y/x@@.
public static float Atan2(float y, float x) { return (float)Math.Atan2(y, x); }
// Returns square root of /f/.
public static float Sqrt(float f) { return (float)Math.Sqrt(f); }
// Returns the absolute value of /f/.
public static float Abs(float f) { return (float)Math.Abs(f); }
// Returns the absolute value of /value/.
public static int Abs(int value) { return Math.Abs(value); }
/// *listonly*
public static float Min(float a, float b) { return a < b ? a : b; }
// Returns the smallest of two or more values.
public static float Min(params float[] values)
{
int len = values.Length;
if (len == 0)
return 0;
float m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] < m)
m = values[i];
}
return m;
}
/// *listonly*
public static int Min(int a, int b) { return a < b ? a : b; }
// Returns the smallest of two or more values.
public static int Min(params int[] values)
{
int len = values.Length;
if (len == 0)
return 0;
int m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] < m)
m = values[i];
}
return m;
}
/// *listonly*
public static float Max(float a, float b) { return a > b ? a : b; }
// Returns largest of two or more values.
public static float Max(params float[] values)
{
int len = values.Length;
if (len == 0)
return 0;
float m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] > m)
m = values[i];
}
return m;
}
/// *listonly*
public static int Max(int a, int b) { return a > b ? a : b; }
// Returns the largest of two or more values.
public static int Max(params int[] values)
{
int len = values.Length;
if (len == 0)
return 0;
int m = values[0];
for (int i = 1; i < len; i++)
{
if (values[i] > m)
m = values[i];
}
return m;
}
// Returns /f/ raised to power /p/.
public static float Pow(float f, float p) { return (float)Math.Pow(f, p); }
// Returns e raised to the specified power.
public static float Exp(float power) { return (float)Math.Exp(power); }
// Returns the logarithm of a specified number in a specified base.
public static float Log(float f, float p) { return (float)Math.Log(f, p); }
// Returns the natural (base e) logarithm of a specified number.
public static float Log(float f) { return (float)Math.Log(f); }
// Returns the base 10 logarithm of a specified number.
public static float Log10(float f) { return (float)Math.Log10(f); }
// Returns the smallest integer greater to or equal to /f/.
public static float Ceil(float f) { return (float)Math.Ceiling(f); }
// Returns the largest integer smaller to or equal to /f/.
public static float Floor(float f) { return (float)Math.Floor(f); }
// Returns /f/ rounded to the nearest integer.
public static float Round(float f) { return (float)Math.Round(f); }
// Returns the smallest integer greater to or equal to /f/.
public static int CeilToInt(float f) { return (int)Math.Ceiling(f); }
// Returns the largest integer smaller to or equal to /f/.
public static int FloorToInt(float f) { return (int)Math.Floor(f); }
// Returns /f/ rounded to the nearest integer.
public static int RoundToInt(float f) { return (int)Math.Round(f); }
// Returns the sign of /f/.
public static float Sign(float f) { return f >= 0F ? 1F : -1F; }
// The infamous ''3.14159265358979...'' value (RO).
public const float PI = (float)Math.PI;
// A representation of positive infinity (RO).
public const float Infinity = Single.PositiveInfinity;
// A representation of negative infinity (RO).
public const float NegativeInfinity = Single.NegativeInfinity;
// Degrees-to-radians conversion constant (RO).
public const float Deg2Rad = PI * 2F / 360F;
// Radians-to-degrees conversion constant (RO).
public const float Rad2Deg = 1F / Deg2Rad;
// A tiny floating point value (RO).
public static readonly float Epsilon =
UnityEngineInternal.MathfInternal.IsFlushToZeroEnabled ? UnityEngineInternal.MathfInternal.FloatMinNormal
: UnityEngineInternal.MathfInternal.FloatMinDenormal;
// Clamps a value between a minimum float and maximum float value.
public static float Clamp(float value, float min, float max)
{
if (value < min)
value = min;
else if (value > max)
value = max;
return value;
}
// Clamps value between min and max and returns value.
// Set the position of the transform to be that of the time
// but never less than 1 or more than 3
//
public static int Clamp(int value, int min, int max)
{
if (value < min)
value = min;
else if (value > max)
value = max;
return value;
}
// Clamps value between 0 and 1 and returns value
public static float Clamp01(float value)
{
if (value < 0F)
return 0F;
else if (value > 1F)
return 1F;
else
return value;
}
// Interpolates between /a/ and /b/ by /t/. /t/ is clamped between 0 and 1.
public static float Lerp(float a, float b, float t)
{
return a + (b - a) * Clamp01(t);
}
// Interpolates between /a/ and /b/ by /t/ without clamping the interpolant.
public static float LerpUnclamped(float a, float b, float t)
{
return a + (b - a) * t;
}
// Same as ::ref::Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
public static float LerpAngle(float a, float b, float t)
{
float delta = Repeat((b - a), 360);
if (delta > 180)
delta -= 360;
return a + delta * Clamp01(t);
}
// Moves a value /current/ towards /target/.
static public float MoveTowards(float current, float target, float maxDelta)
{
if (Mathf.Abs(target - current) <= maxDelta)
return target;
return current + Mathf.Sign(target - current) * maxDelta;
}
// Same as ::ref::MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
static public float MoveTowardsAngle(float current, float target, float maxDelta)
{
float deltaAngle = DeltaAngle(current, target);
if (-maxDelta < deltaAngle && deltaAngle < maxDelta)
return target;
target = current + deltaAngle;
return MoveTowards(current, target, maxDelta);
}
// Interpolates between /min/ and /max/ with smoothing at the limits.
public static float SmoothStep(float from, float to, float t)
{
t = Mathf.Clamp01(t);
t = -2.0F * t * t * t + 3.0F * t * t;
return to * t + from * (1F - t);
}
//*undocumented
public static float Gamma(float value, float absmax, float gamma)
{
bool negative = false;
if (value < 0F)
negative = true;
float absval = Abs(value);
if (absval > absmax)
return negative ? -absval : absval;
float result = Pow(absval / absmax, gamma) * absmax;
return negative ? -result : result;
}
// Compares two floating point values if they are similar.
public static bool Approximately(float a, float b)
{
// If a or b is zero, compare that the other is less or equal to epsilon.
// If neither a or b are 0, then find an epsilon that is good for
// comparing numbers at the maximum magnitude of a and b.
// Floating points have about 7 significant digits, so
// 1.000001f can be represented while 1.0000001f is rounded to zero,
// thus we could use an epsilon of 0.000001f for comparing values close to 1.
// We multiply this epsilon by the biggest magnitude of a and b.
return Abs(b - a) < Max(0.000001f * Max(Abs(a), Abs(b)), Epsilon * 8);
}
[uei.ExcludeFromDocs]
public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed)
{
float deltaTime = Time.deltaTime;
return SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
}
[uei.ExcludeFromDocs]
public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime)
{
float deltaTime = Time.deltaTime;
float maxSpeed = Mathf.Infinity;
return SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
}
// Gradually changes a value towards a desired goal over time.
public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, [uei.DefaultValue("Mathf.Infinity")] float maxSpeed, [uei.DefaultValue("Time.deltaTime")] float deltaTime)
{
// Based on Game Programming Gems 4 Chapter 1.10
smoothTime = Mathf.Max(0.0001F, smoothTime);
float omega = 2F / smoothTime;
float x = omega * deltaTime;
float exp = 1F / (1F + x + 0.48F * x * x + 0.235F * x * x * x);
float change = current - target;
float originalTo = target;
// Clamp maximum speed
float maxChange = maxSpeed * smoothTime;
change = Mathf.Clamp(change, -maxChange, maxChange);
target = current - change;
float temp = (currentVelocity + omega * change) * deltaTime;
currentVelocity = (currentVelocity - omega * temp) * exp;
float output = target + (change + temp) * exp;
// Prevent overshooting
if (originalTo - current > 0.0F == output > originalTo)
{
output = originalTo;
currentVelocity = (output - originalTo) / deltaTime;
}
return output;
}
[uei.ExcludeFromDocs]
public static float SmoothDampAngle(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed)
{
float deltaTime = Time.deltaTime;
return SmoothDampAngle(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
}
[uei.ExcludeFromDocs]
public static float SmoothDampAngle(float current, float target, ref float currentVelocity, float smoothTime)
{
float deltaTime = Time.deltaTime;
float maxSpeed = Mathf.Infinity;
return SmoothDampAngle(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
}
// Gradually changes an angle given in degrees towards a desired goal angle over time.
public static float SmoothDampAngle(float current, float target, ref float currentVelocity, float smoothTime, [uei.DefaultValue("Mathf.Infinity")] float maxSpeed, [uei.DefaultValue("Time.deltaTime")] float deltaTime)
{
target = current + DeltaAngle(current, target);
return SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
}
// Loops the value t, so that it is never larger than length and never smaller than 0.
public static float Repeat(float t, float length)
{
return Clamp(t - Mathf.Floor(t / length) * length, 0.0f, length);
}
// PingPongs the value t, so that it is never larger than length and never smaller than 0.
public static float PingPong(float t, float length)
{
t = Repeat(t, length * 2F);
return length - Mathf.Abs(t - length);
}
// Calculates the ::ref::Lerp parameter between of two values.
public static float InverseLerp(float a, float b, float value)
{
if (a != b)
return Clamp01((value - a) / (b - a));
else
return 0.0f;
}
// Calculates the shortest difference between two given angles.
public static float DeltaAngle(float current, float target)
{
float delta = Mathf.Repeat((target - current), 360.0F);
if (delta > 180.0F)
delta -= 360.0F;
return delta;
}
// Infinite Line Intersection (line1 is p1-p2 and line2 is p3-p4)
internal static bool LineIntersection(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, ref Vector2 result)
{
float bx = p2.x - p1.x;
float by = p2.y - p1.y;
float dx = p4.x - p3.x;
float dy = p4.y - p3.y;
float bDotDPerp = bx * dy - by * dx;
if (bDotDPerp == 0)
{
return false;
}
float cx = p3.x - p1.x;
float cy = p3.y - p1.y;
float t = (cx * dy - cy * dx) / bDotDPerp;
result.x = p1.x + t * bx;
result.y = p1.y + t * by;
return true;
}
// Line Segment Intersection (line1 is p1-p2 and line2 is p3-p4)
internal static bool LineSegmentIntersection(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, ref Vector2 result)
{
float bx = p2.x - p1.x;
float by = p2.y - p1.y;
float dx = p4.x - p3.x;
float dy = p4.y - p3.y;
float bDotDPerp = bx * dy - by * dx;
if (bDotDPerp == 0)
{
return false;
}
float cx = p3.x - p1.x;
float cy = p3.y - p1.y;
float t = (cx * dy - cy * dx) / bDotDPerp;
if (t < 0 || t > 1)
{
return false;
}
float u = (cx * by - cy * bx) / bDotDPerp;
if (u < 0 || u > 1)
{
return false;
}
result.x = p1.x + t * bx;
result.y = p1.y + t * by;
return true;
}
static internal long RandomToLong(System.Random r)
{
var buffer = new byte[8];
r.NextBytes(buffer);
return (long)(System.BitConverter.ToUInt64(buffer, 0) & System.Int64.MaxValue);
}
}
}