mirror of
https://github.com/Memorix101/UnityXNA/
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150 lines
5.4 KiB
C#
150 lines
5.4 KiB
C#
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#region License
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/*
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MIT License
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Copyright © 2006 The Mono.Xna Team
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All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion License
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Microsoft.Xna.Framework
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{
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public static class MathHelper
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{
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public const float E = (float)Math.E;
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public const float Log10E = 0.4342945f;
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public const float Log2E = 1.442695f;
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public const float Pi = (float)Math.PI;
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public const float PiOver2 = (float)(Math.PI / 2.0);
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public const float PiOver4 = (float)(Math.PI / 4.0);
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public const float TwoPi = (float)(Math.PI * 2.0);
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public static float Barycentric(float value1, float value2, float value3, float amount1, float amount2)
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{
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return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
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}
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public static float CatmullRom(float value1, float value2, float value3, float value4, float amount)
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{
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// Using formula from http://www.mvps.org/directx/articles/catmull/
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// Internally using doubles not to lose precission
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double amountSquared = amount * amount;
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double amountCubed = amountSquared * amount;
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return (float)(0.5f * (2.0f * value2 +
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(value3 - value1) * amount +
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(2.0f * value1 - 5.0f * value2 + 4.0f * value3 - value4) * amountSquared +
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(3.0f * value2 - value1 - 3.0f * value3 + value4) * amountCubed));
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}
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public static float Clamp(float value, float min, float max)
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{
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return value > max ? max : (value < min ? min : value);
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}
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public static float Distance(float value1, float value2)
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{
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return Math.Abs(value1 - value2);
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}
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public static float Hermite(float value1, float tangent1, float value2, float tangent2, float amount)
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{
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// All transformed to double not to lose precission
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// Otherwise, for high numbers of param:amount the result is NaN instead of Infinity
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double v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result;
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double sCubed = s * s * s;
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double sSquared = s * s;
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if (amount == 0f)
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result = value1;
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else if (amount == 1f)
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result = value2;
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else
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result = (2.0f * v1 - 2.0f * v2 + t2 + t1) * sCubed +
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(3.0f * v2 - 3.0f * v1 - 2.0f * t1 - t2) * sSquared +
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t1 * s +
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v1;
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return (float)result;
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}
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public static float Lerp(float value1, float value2, float amount)
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{
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return value1 + (value2 - value1) * amount;
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}
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public static float Max(float value1, float value2)
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{
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return Math.Max(value1, value2);
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}
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public static float Min(float value1, float value2)
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{
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return Math.Min(value1, value2);
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}
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public static float SmoothStep(float value1, float value2, float amount)
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{
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// It is expected that 0 < amount < 1
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// If amount < 0, return value1
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// If amount > 1, return value2
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float result = MathHelper.Clamp(amount, 0f, 1f);
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result = MathHelper.Hermite(value1, 0f, value2, 0f, result);
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return result;
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}
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public static float ToDegrees(float radians)
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{
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// This method uses double precission internally,
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// though it returns single float
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// Factor = 180 / pi
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return (float)(radians * 57.295779513082320876798154814105);
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}
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public static float ToRadians(float degrees)
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{
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// This method uses double precission internally,
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// though it returns single float
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// Factor = pi / 180
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return (float)(degrees * 0.017453292519943295769236907684886);
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}
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public static float WrapAngle(float angle)
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{
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angle = (float)Math.IEEERemainder((double)angle, 6.2831854820251465); //2xPi precission is double
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if (angle <= -3.141593f)
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{
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angle += 6.283185f;
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return angle;
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}
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if (angle > 3.141593f)
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{
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angle -= 6.283185f;
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}
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return angle;
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}
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}
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}
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