mirror of
https://github.com/1bardesign/batteries.git
synced 2024-11-10 02:31:48 +00:00
213 lines
4.7 KiB
Lua
213 lines
4.7 KiB
Lua
--[[
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extra mathematical functions
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]]
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local mathx = setmetatable({}, {
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__index = math,
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})
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--wrap v around range [lo, hi)
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function mathx.wrap(v, lo, hi)
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return (v - lo) % (hi - lo) + lo
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end
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--wrap i around the indices of t
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function mathx.wrap_index(i, t)
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return math.floor(mathx.wrap(i, 1, #t + 1))
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end
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--clamp v to range [lo, hi]
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function mathx.clamp(v, lo, hi)
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return math.max(lo, math.min(v, hi))
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end
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--clamp v to range [0, 1]
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function mathx.clamp01(v)
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return mathx.clamp(v, 0, 1)
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end
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--round v to nearest whole, away from zero
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function mathx.round(v)
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if v < 0 then
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return math.ceil(v - 0.5)
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end
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return math.floor(v + 0.5)
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end
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--round v to one-in x
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-- (eg x = 2, v rounded to increments of 0.5)
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function mathx.to_one_in(v, x)
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return mathx.round(v * x) / x
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end
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--round v to a given decimal precision
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function mathx.to_precision(v, decimal_points)
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return mathx.to_one_in(v, math.pow(10, decimal_points))
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end
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--0, 1, -1 sign of a scalar
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--todo: investigate if a branchless or `/abs` approach is faster in general case
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function mathx.sign(v)
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if v < 0 then return -1 end
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if v > 0 then return 1 end
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return 0
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end
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--linear interpolation between a and b
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function mathx.lerp(a, b, t)
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return a * (1.0 - t) + b * t
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end
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--linear interpolation with a minimum "final step" distance
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--useful for making sure dynamic lerps do actually reach their final destination
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function mathx.lerp_eps(a, b, t, eps)
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local v = mathx.lerp(a, b, t)
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if math.abs(v - b) < eps then
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v = b
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end
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return v
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end
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--bilinear interpolation between 4 samples
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function mathx.bilerp(a, b, c, d, u, v)
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return mathx.lerp(
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mathx.lerp(a, b, u),
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mathx.lerp(c, d, u),
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v
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)
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end
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--easing curves
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--(generally only "safe" for 0-1 range, see mathx.clamp01)
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--classic smoothstep
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function mathx.smoothstep(f)
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return f * f * (3 - 2 * f)
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end
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--classic smootherstep; zero 2nd order derivatives at 0 and 1
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function mathx.smootherstep(f)
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return f * f * f * (f * (f * 6 - 15) + 10)
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end
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--pingpong from 0 to 1 and back again
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function mathx.pingpong(f)
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return 1 - math.abs(f - 0.5) * 2
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end
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--quadratic ease in
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function mathx.ease_in(f)
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return f * f
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end
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--quadratic ease out
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function mathx.ease_out(f)
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local oneminus = (1 - f)
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return 1 - oneminus * oneminus
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end
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--quadratic ease in and out
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--(a lot like smoothstep)
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function mathx.ease_inout(f)
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if f < 0.5 then
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return f * f * 2
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end
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local oneminus = (1 - f)
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return 1 - 2 * oneminus * oneminus
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end
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--branchless but imperfect quartic in/out
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--either smooth or smootherstep are usually a better alternative
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function mathx.ease_inout_branchless(f)
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local halfsquared = f * f / 2
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return halfsquared * (1 - halfsquared) * 4
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end
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--todo: more easings - back, bounce, elastic
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--(internal; use a provided random generator object, or not)
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local function _random(rng, ...)
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if rng then return rng:random(...) end
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if love then return love.math.random(...) end
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return math.random(...)
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end
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--return a random sign
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function mathx.random_sign(rng)
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return _random(rng) < 0.5 and -1 or 1
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end
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--return a random value between two numbers (continuous)
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function mathx.random_lerp(min, max, rng)
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return mathx.lerp(min, max, _random(rng))
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end
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--nan checking
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function mathx.isnan(v)
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return v ~= v
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end
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--angle handling stuff
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--superior constant handy for expressing things in turns
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mathx.tau = math.pi * 2
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--normalise angle onto the interval [-math.pi, math.pi)
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--so each angle only has a single value representing it
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function mathx.normalise_angle(a)
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return mathx.wrap(a, -math.pi, math.pi)
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end
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--alias for americans
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mathx.normalize_angle = mathx.normalise_angle
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--get the normalised difference between two angles
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function mathx.angle_difference(a, b)
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a = mathx.normalise_angle(a)
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b = mathx.normalise_angle(b)
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return mathx.normalise_angle(b - a)
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end
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--mathx.lerp equivalent for angles
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function mathx.lerp_angle(a, b, t)
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local dif = mathx.angle_difference(a, b)
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return mathx.normalise_angle(a + dif * t)
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end
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--mathx.lerp_eps equivalent for angles
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function mathx.lerp_angle_eps(a, b, t, eps)
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--short circuit to avoid having to wrap so many angles
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if a == b then
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return a
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end
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--same logic as lerp_eps
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local v = mathx.lerp_angle(a, b, t)
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if math.abs(mathx.angle_difference(v, b)) < eps then
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v = b
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end
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return v
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end
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--geometric functions standalone/"unpacked" components and multi-return
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--consider using vec2 if you need anything complex!
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--rotate a point around the origin by an angle
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function mathx.rotate(x, y, r)
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local s = math.sin(r)
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local c = math.cos(r)
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return c * x - s * y, s * x + c * y
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end
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--get the length of a vector from the origin
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function mathx.length(x, y)
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return math.sqrt(x * x + y * y)
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end
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--get the distance between two points
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function mathx.distance(x1, y1, x2, y2)
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local dx = x1 - x2
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local dy = y1 - y2
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return mathx.length(dx, dy)
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end
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return mathx
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