#region Using Statements using System; using ANX.Framework.NonXNA.Development; #endregion // Using Statements // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license #region Based on work by the Mono.Xna Team /* MIT License Copyright © 2006 The Mono.Xna Team All rights reserved. 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. */ #endregion License namespace ANX.Framework { [PercentageComplete(100)] [Developer("Glatzemann, rene87")] [TestState(TestStateAttribute.TestState.Tested)] public static class MathHelper { public const float E = (float)Math.E; public const float Log10E = 0.4342945f; public const float Log2E = 1.442695f; public const float Pi = (float)Math.PI; public const float PiOver2 = (float)(Math.PI * 0.5); public const float PiOver4 = (float)(Math.PI * 0.25); public const float TwoPi = (float)(Math.PI + Math.PI); private const double OneEightyOverPi = 180.0 / Math.PI; private const double PiOverOneEighty = Math.PI / 180.0; public static float Barycentric(float value1, float value2, float value3, float amount1, float amount2) { return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2; } public static float CatmullRom(float value1, float value2, float value3, float value4, float amount) { // Using formula from http://www.mvps.org/directx/articles/catmull/ // Internally using doubles not to lose precission double amountSquared = amount * amount; double amountCubed = amountSquared * amount; return (float)(0.5 * (2.0 * value2 + (value3 - value1) * amount + (2.0 * value1 - 5.0 * value2 + 4.0 * value3 - value4) * amountSquared + (3.0 * value2 - value1 - 3.0 * value3 + value4) * amountCubed)); } public static float Clamp(float value, float min, float max) { value = (value > max) ? max : value; value = (value < min) ? min : value; return value; } public static float Distance(float value1, float value2) { return Math.Abs(value1 - value2); } public static float Hermite(float value1, float tangent1, float value2, float tangent2, float amount) { float a2 = amount * amount; float asqr3 = amount * a2; float a3 = a2 + a2 + a2; return (value1 * (((asqr3 + asqr3) - a3) + 1f)) + (value2 * ((-2f * asqr3) + a3)) + (tangent1 * ((asqr3 - (a2 + a2)) + amount)) + (tangent2 * (asqr3 - a2)); } public static float Lerp(float value1, float value2, float amount) { return value1 + (value2 - value1) * amount; } public static float Max(float value1, float value2) { return Math.Max(value1, value2); } public static float Min(float value1, float value2) { return Math.Min(value1, value2); } public static float SmoothStep(float value1, float value2, float amount) { // It is expected that 0 < amount < 1 // If amount < 0, return value1 // If amount > 1, return value2 float result = Clamp(amount, 0f, 1f); result = Hermite(value1, 0f, value2, 0f, result); return result; } public static float ToDegrees(float radians) { // This method uses double precission internally, // though it returns single float return (float)(radians * OneEightyOverPi); } public static float ToRadians(float degrees) { // This method uses double precission internally, // though it returns single float return (float)(degrees * PiOverOneEighty); } public static float WrapAngle(float angle) { angle = (float)Math.IEEERemainder((double)angle, 6.2831854820251465); //2xPi precission is double //if (angle <= -3.141593f) //{ // angle += 6.283185f; // return angle; //} //if (angle > 3.141593f) //{ // angle -= 6.283185f; //} return angle; } public static int Multiple(int number, int multiplier) { return (number + multiplier - 1) / multiplier * multiplier; } } }