// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using OpenTK;
namespace ClassicalSharp {
public static partial class Utils {
/// Clamps that specified value such that min ≤ value ≤ max
public static void Clamp(ref float value, float min, float max) {
if (value < min) value = min;
if (value > max) value = max;
}
/// Clamps that specified value such that min ≤ value ≤ max
public static void Clamp(ref int value, int min, int max) {
if (value < min) value = min;
if (value > max) value = max;
}
/// Returns the next highest power of 2 that is ≥ to the given value.
public static int NextPowerOf2(int value) {
int next = 1;
while (value > next)
next <<= 1;
return next;
}
/// Returns whether the given value is a power of 2.
public static bool IsPowerOf2(int value) {
return value != 0 && (value & (value - 1)) == 0;
}
#if !LAUNCHER
/// Creates a vector with all components at 1E25.
public static Vector3 MaxPos() { return new Vector3(1E25f, 1E25f, 1E25f); }
public static Vector3 Mul(Vector3 a, Vector3 scale) {
a.X *= scale.X; a.Y *= scale.Y; a.Z *= scale.Z;
return a;
}
/// Multiply a value in degrees by this to get its value in radians.
public const float Deg2Rad = (float)(Math.PI / 180);
/// Multiply a value in radians by this to get its value in degrees.
public const float Rad2Deg = (float)(180 / Math.PI);
public static int DegreesToPacked(double degrees, int period) {
return (int)(degrees * period / 360.0) % period;
}
public static byte DegreesToPacked(double degrees) {
return (byte)(degrees * 256 / 360.0);
}
public static double PackedToDegrees(byte packed) {
return packed * 360.0 / 256.0;
}
/// Rotates the given 3D coordinates around the x axis.
public static Vector3 RotateX(Vector3 v, float angle) {
float cosA = (float)Math.Cos(angle), sinA = (float)Math.Sin(angle);
return new Vector3(v.X, cosA * v.Y + sinA * v.Z, -sinA * v.Y + cosA * v.Z);
}
/// Rotates the given 3D coordinates around the y axis.
public static Vector3 RotateY(Vector3 v, float angle) {
float cosA = (float)Math.Cos(angle), sinA = (float)Math.Sin(angle);
return new Vector3(cosA * v.X - sinA * v.Z, v.Y, sinA * v.X + cosA * v.Z);
}
/// Rotates the given 3D coordinates around the y axis.
public static Vector3 RotateY(float x, float y, float z, float angle) {
float cosA = (float)Math.Cos(angle), sinA = (float)Math.Sin(angle);
return new Vector3(cosA * x - sinA * z, y, sinA * x + cosA * z);
}
/// Rotates the given 3D coordinates around the z axis.
public static Vector3 RotateZ(Vector3 v, float angle) {
float cosA = (float)Math.Cos(angle), sinA = (float)Math.Sin(angle);
return new Vector3(cosA * v.X + sinA * v.Y, -sinA * v.X + cosA * v.Y, v.Z);
}
/// Returns the square of the euclidean distance between two points.
public static float DistanceSquared(float x1, float y1, float z1, float x2, float y2, float z2) {
float dx = x2 - x1, dy = y2 - y1, dz = z2 - z1;
return dx * dx + dy * dy + dz * dz;
}
/// Returns a normalised vector that faces in the direction
/// described by the given yaw and pitch.
public static Vector3 GetDirVector(double yawRad, double pitchRad) {
double x = -Math.Cos(pitchRad) * -Math.Sin(yawRad);
double y = -Math.Sin(pitchRad);
double z = -Math.Cos(pitchRad) * Math.Cos(yawRad);
return new Vector3((float)x, (float)y, (float)z);
}
public static void GetHeading(Vector3 dir, out double yaw, out double pitch) {
pitch = Math.Asin(-dir.Y);
yaw = Math.Atan2(dir.X, -dir.Z);
}
#endif
public static int Floor(float value) {
int valueI = (int)value;
return value < valueI ? valueI - 1 : valueI;
}
/// Performs rounding upwards integer division.
public static int CeilDiv(int a, int b) {
return a / b + (a % b != 0 ? 1 : 0);
}
/// Performs linear interpolation between two values.
public static float Lerp(float a, float b, float t) {
return a + (b - a) * t;
}
public static int Log2(int value) {
int shift = 0;
while (value > 1) { shift++; value >>= 1; }
return shift;
}
#if !LAUNCHER
/// Linearly interpolates between a given angle range, adjusting if necessary.
public static float LerpAngle(float leftAngle, float rightAngle, float t) {
// we have to cheat a bit for angles here.
// Consider 350* --> 0*, we only want to travel 10*,
// but without adjusting for this case, we would interpolate back the whole 350* degrees.
bool invertLeft = leftAngle > 270 && rightAngle < 90;
bool invertRight = rightAngle > 270 && leftAngle < 90;
if (invertLeft) leftAngle = leftAngle - 360;
if (invertRight) rightAngle = rightAngle - 360;
return Lerp(leftAngle, rightAngle, t);
}
#endif
}
}