colobot/src/math/func.h

254 lines
5.2 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
/** @defgroup MathFuncModule math/func.h
Contains common math functions.
*/
#pragma once
#include "const.h"
#include <cmath>
#include <cstdlib>
// Math module namespace
namespace Math
{
/* @{ */ // start of group
//! Compares \a a and \a b within \a tolerance
inline bool IsEqual(float a, float b, float tolerance = TOLERANCE)
{
return fabs(a - b) < tolerance;
}
//! Compares \a a to zero within \a tolerance
inline bool IsZero(float a, float tolerance = TOLERANCE)
{
return IsEqual(a, 0.0f, tolerance);
}
//! Minimum
inline float Min(float a, float b)
{
if ( a <= b ) return a;
else return b;
}
inline float Min(float a, float b, float c)
{
return Min( Min(a, b), c );
}
inline float Min(float a, float b, float c, float d)
{
return Min( Min(a, b), Min(c, d) );
}
inline float Min(float a, float b, float c, float d, float e)
{
return Min( Min(a, b), Min(c, d), e );
}
//! Maximum
inline float Max(float a, float b)
{
if ( a >= b ) return a;
else return b;
}
inline float Max(float a, float b, float c)
{
return Max( Max(a, b), c );
}
inline float Max(float a, float b, float c, float d)
{
return Max( Max(a, b), Max(c, d) );
}
inline float Max(float a, float b, float c, float d, float e)
{
return Max( Max(a, b), Max(c, d), e );
}
//! Returns the normalized value (0 .. 1)
inline float Norm(float a)
{
if ( a < 0.0f ) return 0.0f;
if ( a > 1.0f ) return 1.0f;
return a;
}
//! Swaps two integers
inline void Swap(int &a, int &b)
{
int c;
c = a;
a = b;
b = c;
}
//! Swaps two real numbers
inline void Swap(float &a, float &b)
{
float c;
c = a;
a = b;
b = c;
}
//! Returns the modulo of a floating point number
/** Mod(8.1, 4) = 0.1
Mod(n, 1) = fractional part of n */
inline float Mod(float a, float m)
{
return a - ((int)(a/m))*m;
}
//! Returns a normalized angle, that is in other words between 0 and 2 * PI
inline float NormAngle(float angle)
{
angle = Mod(angle, PI_MUL_2);
if ( angle < 0.0f )
return PI_MUL_2 + angle;
return angle;
}
//! Test if a angle is between two terminals
inline bool TestAngle(float angle, float min, float max)
{
angle = NormAngle(angle);
min = NormAngle(min);
max = NormAngle(max);
if ( min > max )
return ( angle <= max || angle >= min );
return ( angle >= min && angle <= max );
}
//! Calculates the angle to rotate the angle \a a to the angle \a g
/** A positive angle is counterclockwise (CCW). */
inline float Direction(float a, float g)
{
a = NormAngle(a);
g = NormAngle(g);
if ( a < g )
{
if ( a+PI*2.0f-g < g-a ) a += PI*2.0f;
}
else
{
if ( g+PI*2.0f-a < a-g ) g += PI*2.0f;
}
return g-a;
}
//! Returns a random value between 0 and 1.
inline float Rand()
{
return (float)rand()/RAND_MAX;
}
//! Managing the dead zone of a joystick.
/**
in: -1 0 1
--|-------|----o----|-------|-->
<---->
dead
out: -1 0 0 1 */
float Neutral(float value, float dead)
{
if ( fabs(value) <= dead )
{
return 0.0f;
}
else
{
if ( value > 0.0f ) return (value-dead)/(1.0f-dead);
else return (value+dead)/(1.0f-dead);
}
}
//! Calculates a value (radians) proportional between a and b (degrees)
float Prop(int a, int b, float p)
{
float aa = (float)a * DEG_TO_RAD;
float bb = (float)b * DEG_TO_RAD;
return aa+p*(bb-aa);
}
//! Gently advances a desired value from its current value
/** Over time, the progression is more rapid. */
float Smooth(float actual, float hope, float time)
{
float future = actual + (hope-actual)*time;
if ( hope > actual )
{
if ( future > hope ) future = hope;
}
if ( hope < actual )
{
if ( future < hope ) future = hope;
}
return future;
}
//! Bounces any movement
/** out
|
1+------o-------o---
| o | o o | | bounce
| o | o---|---
| o | |
| o | |
-o------|-------+----> progress
0| | 1
|<---->|middle */
inline float Bounce(float progress, float middle, float bounce)
{
if ( progress < middle )
{
progress = progress/middle; // 0..1
return 0.5f+sinf(progress*PI-PI/2.0f)/2.0f;
}
else
{
progress = (progress-middle)/(1.0f-middle); // 0..1
return (1.0f-bounce/2.0f)+sinf((0.5f+progress*2.0f)*PI)*(bounce/2.0f);
}
}
/* @} */ // end of group
}; // namespace Math