// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
// -----------------------------------------------------------------------------
// Original code from SlimMath project. http://code.google.com/p/slimmath/
// Greetings to SlimDX Group. Original code published with the following license:
// -----------------------------------------------------------------------------
/*
* Copyright (c) 2007-2011 SlimDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using System;
namespace SharpDX
{
public static class MathUtil
{
///
/// The value for which all absolute numbers smaller than are considered equal to zero.
///
public const float ZeroTolerance = 1e-6f; // Value a 8x higher than 1.19209290E-07F
///
/// A value specifying the approximation of π which is 180 degrees.
///
public const float Pi = (float)Math.PI;
///
/// A value specifying the approximation of 2π which is 360 degrees.
///
public const float TwoPi = (float)(2 * Math.PI);
///
/// A value specifying the approximation of π/2 which is 90 degrees.
///
public const float PiOverTwo = (float)(Math.PI / 2);
///
/// A value specifying the approximation of π/4 which is 45 degrees.
///
public const float PiOverFour = (float)(Math.PI / 4);
///
/// Checks if a and b are almost equals, taking into account the magnitude of floating point numbers (unlike method). See Remarks.
/// See remarks.
///
/// The left value to compare.
/// The right value to compare.
/// true if a almost equal to b, false otherwise
///
/// The code is using the technique described by Bruce Dawson in
/// Comparing Floating point numbers 2012 edition.
///
public unsafe static bool NearEqual(float a, float b)
{
// Check if the numbers are really close -- needed
// when comparing numbers near zero.
if (IsZero(a - b))
return true;
// Original from Bruce Dawson: http://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
int aInt = *(int*)&a;
int bInt = *(int*)&b;
// Different signs means they do not match.
if ((aInt < 0) != (bInt < 0))
return false;
// Find the difference in ULPs.
int ulp = Math.Abs(aInt - bInt);
// Choose of maxUlp = 4
// according to http://code.google.com/p/googletest/source/browse/trunk/include/gtest/internal/gtest-internal.h
const int maxUlp = 4;
return (ulp <= maxUlp);
}
///
/// Determines whether the specified value is close to zero (0.0f).
///
/// The floating value.
/// true if the specified value is close to zero (0.0f); otherwise, false.
public static bool IsZero(float a)
{
return Math.Abs(a) < ZeroTolerance;
}
///
/// Determines whether the specified value is close to one (1.0f).
///
/// The floating value.
/// true if the specified value is close to one (1.0f); otherwise, false.
public static bool IsOne(float a)
{
return IsZero(a - 1.0f);
}
///
/// Checks if a - b are almost equals within a float epsilon.
///
/// The left value to compare.
/// The right value to compare.
/// Epsilon value
/// true if a almost equal to b within a float epsilon, false otherwise
public static bool WithinEpsilon(float a, float b, float epsilon)
{
float num = a - b;
return ((-epsilon <= num) && (num <= epsilon));
}
///
/// Converts revolutions to degrees.
///
/// The value to convert.
/// The converted value.
public static float RevolutionsToDegrees(float revolution)
{
return revolution * 360.0f;
}
///
/// Converts revolutions to radians.
///
/// The value to convert.
/// The converted value.
public static float RevolutionsToRadians(float revolution)
{
return revolution * TwoPi;
}
///
/// Converts revolutions to gradians.
///
/// The value to convert.
/// The converted value.
public static float RevolutionsToGradians(float revolution)
{
return revolution * 400.0f;
}
///
/// Converts degrees to revolutions.
///
/// The value to convert.
/// The converted value.
public static float DegreesToRevolutions(float degree)
{
return degree / 360.0f;
}
///
/// Converts degrees to radians.
///
/// The value to convert.
/// The converted value.
public static float DegreesToRadians(float degree)
{
return degree * (Pi / 180.0f);
}
///
/// Converts radians to revolutions.
///
/// The value to convert.
/// The converted value.
public static float RadiansToRevolutions(float radian)
{
return radian / TwoPi;
}
///
/// Converts radians to gradians.
///
/// The value to convert.
/// The converted value.
public static float RadiansToGradians(float radian)
{
return radian * (200.0f / Pi);
}
///
/// Converts gradians to revolutions.
///
/// The value to convert.
/// The converted value.
public static float GradiansToRevolutions(float gradian)
{
return gradian / 400.0f;
}
///
/// Converts gradians to degrees.
///
/// The value to convert.
/// The converted value.
public static float GradiansToDegrees(float gradian)
{
return gradian * (9.0f / 10.0f);
}
///
/// Converts gradians to radians.
///
/// The value to convert.
/// The converted value.
public static float GradiansToRadians(float gradian)
{
return gradian * (Pi / 200.0f);
}
///
/// Converts radians to degrees.
///
/// The value to convert.
/// The converted value.
public static float RadiansToDegrees(float radian)
{
return radian * (180.0f / Pi);
}
///
/// Clamps the specified value.
///
/// The value.
/// The min.
/// The max.
/// The result of clamping a value between min and max
public static float Clamp(float value, float min, float max)
{
return value < min ? min : value > max ? max : value;
}
///
/// Clamps the specified value.
///
/// The value.
/// The min.
/// The max.
/// The result of clamping a value between min and max
public static int Clamp(int value, int min, int max)
{
return value < min ? min : value > max ? max : value;
}
///
/// Interpolates between two values using a linear function by a given amount.
///
///
/// See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and
/// http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
///
/// Value to interpolate from.
/// Value to interpolate to.
/// Interpolation amount.
/// The result of linear interpolation of values based on the amount.
public static double Lerp(double from, double to, double amount)
{
return (1 - amount) * from + amount * to;
}
///
/// Interpolates between two values using a linear function by a given amount.
///
///
/// See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and
/// http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
///
/// Value to interpolate from.
/// Value to interpolate to.
/// Interpolation amount.
/// The result of linear interpolation of values based on the amount.
public static float Lerp(float from, float to, float amount)
{
return (1 - amount) * from + amount * to;
}
///
/// Interpolates between two values using a linear function by a given amount.
///
///
/// See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and
/// http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
///
/// Value to interpolate from.
/// Value to interpolate to.
/// Interpolation amount.
/// The result of linear interpolation of values based on the amount.
public static byte Lerp(byte from, byte to, float amount)
{
return (byte)Lerp((float)from, (float)to, amount);
}
///
/// Performs smooth (cubic Hermite) interpolation between 0 and 1.
///
///
/// See https://en.wikipedia.org/wiki/Smoothstep
///
/// Value between 0 and 1 indicating interpolation amount.
public static float SmoothStep(float amount)
{
return (amount <= 0) ? 0
: (amount >= 1) ? 1
: amount * amount * (3 - (2 * amount));
}
///
/// Performs a smooth(er) interpolation between 0 and 1 with 1st and 2nd order derivatives of zero at endpoints.
///
///
/// See https://en.wikipedia.org/wiki/Smoothstep
///
/// Value between 0 and 1 indicating interpolation amount.
public static float SmootherStep(float amount)
{
return (amount <= 0) ? 0
: (amount >= 1) ? 1
: amount * amount * amount * (amount * ((amount * 6) - 15) + 10);
}
///
/// Calculates the modulo of the specified value.
///
/// The value.
/// The modulo.
/// The result of the modulo applied to value
public static float Mod(float value, float modulo)
{
if (modulo == 0.0f)
{
return value;
}
return value % modulo;
}
///
/// Calculates the modulo 2*PI of the specified value.
///
/// The value.
/// The result of the modulo applied to value
public static float Mod2PI(float value)
{
return Mod(value, TwoPi);
}
///
/// Wraps the specified value into a range [min, max]
///
/// The value to wrap.
/// The min.
/// The max.
/// Result of the wrapping.
/// Is thrown when is greater than .
public static int Wrap(int value, int min, int max)
{
if (min > max)
throw new ArgumentException(string.Format("min {0} should be less than or equal to max {1}", min, max), "min");
// Code from http://stackoverflow.com/a/707426/1356325
int range_size = max - min + 1;
if (value < min)
value += range_size * ((min - value) / range_size + 1);
return min + (value - min) % range_size;
}
///
/// Wraps the specified value into a range [min, max[
///
/// The value.
/// The min.
/// The max.
/// Result of the wrapping.
/// Is thrown when is greater than .
public static float Wrap(float value, float min, float max)
{
if (NearEqual(min, max)) return min;
double mind = min;
double maxd = max;
double valued = value;
if (mind > maxd)
throw new ArgumentException(string.Format("min {0} should be less than or equal to max {1}", min, max), "min");
var range_size = maxd - mind;
return (float)(mind + (valued - mind) - (range_size * Math.Floor((valued - mind) / range_size)));
}
///
/// Gauss function.
/// http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function
///
/// Curve amplitude.
/// Position X.
/// Position Y
/// Center X.
/// Center Y.
/// Curve sigma X.
/// Curve sigma Y.
/// The result of Gaussian function.
public static float Gauss(float amplitude, float x, float y, float centerX, float centerY, float sigmaX, float sigmaY)
{
return (float)Gauss((double)amplitude, x, y, centerX, centerY, sigmaX, sigmaY);
}
///
/// Gauss function.
/// http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function
///
/// Curve amplitude.
/// Position X.
/// Position Y
/// Center X.
/// Center Y.
/// Curve sigma X.
/// Curve sigma Y.
/// The result of Gaussian function.
public static double Gauss(double amplitude, double x, double y, double centerX, double centerY, double sigmaX, double sigmaY)
{
var cx = x - centerX;
var cy = y - centerY;
var componentX = (cx * cx) / (2 * sigmaX * sigmaX);
var componentY = (cy * cy) / (2 * sigmaY * sigmaY);
return amplitude * Math.Exp(-(componentX + componentY));
}
}
}