diff Libs/DF/math.lua @ 58:0682d738499b v8.0.1.058

- 8.0.1 Update.
author Tercio
date Fri, 20 Jul 2018 19:04:12 -0300
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Libs/DF/math.lua	Fri Jul 20 19:04:12 2018 -0300
@@ -0,0 +1,108 @@
+
+
+local DF = _G ["DetailsFramework"]
+if (not DF or not DetailsFrameworkCanLoad) then
+	return 
+end
+
+local UnitExists = UnitExists
+local atan2 = math.atan2
+local pi = math.pi
+local abs = math.abs 
+
+SMALL_FLOAT = 0.000001
+
+--find distance between two players
+function DF:GetDistance_Unit (unit1, unit2)
+	if (UnitExists (unit1) and UnitExists (unit2)) then
+		local u1X, u1Y = UnitPosition (unit1)
+		local u2X, u2Y = UnitPosition (unit2)
+		
+		local dX = u2X - u1X
+		local dY = u2Y - u1Y
+		
+		return ((dX*dX) + (dY*dY)) ^ .5
+	end
+	return 0
+end
+
+--find distance between two points
+function DF:GetDistance_Point (x1, y1, x2, y2)
+	local dx = x2 - x1
+	local dy = y2 - y1
+	return ((dx * dx) + (dy * dy)) ^ .5
+end
+
+--find a rotation for an object from a point to another point
+function DF:FindLookAtRotation (x1, y1, x2, y2)
+	return atan2 (y2 - y1, x2 - x1) + pi
+end
+
+--find the value scale between two given values. e.g: value of 500 in a range 0-100 result in 10 in a scale for 0-10
+function DF:MapRangeClamped (inputX, inputY, outputX, outputY, value)
+	return DF:GetRangeValue (outputX, outputY, Clamp (DF:GetRangePercent (inputX, inputY, value), 0, 1))
+end
+
+--find the value scale between two given values. e.g: value of 75 in a range 0-100 result in 7.5 in a scale for 0-10
+function DF:MapRangeUnclamped (inputX, inputY, outputX, outputY, value)
+	return DF:GetRangeValue (outputX, outputY, DF:GetRangePercent (inputX, inputY, value))
+end
+
+--find the normalized percent of the value in the range. e.g range of 200-400 and a value of 250 result in 0.25
+function DF:GetRangePercent (minValue, maxValue, value)
+	return (value - minValue) / (maxValue - minValue)
+end
+
+--find the value in the range given from a normalized percent. e.g range of 200-400 and a percent of 0.8 result in 360
+function DF:GetRangeValue (minValue, maxValue, percent)
+	return Lerp (minValue, maxValue, percent)
+end
+
+--dot product of two 2D Vectors
+function DF:GetDotProduct (value1, value2)
+	return (value1.x * value2.x) + (value1.y * value2.y)
+end
+
+--normalized value 0-1 result in the value on the range given, e.g 200-400 range with a value of .5 result in 300
+function DF:LerpNorm (minValue, maxValue, value)
+	return (minValue + value * (maxValue - minValue))
+end
+
+--change the color by the deltaTime
+function DF:LerpLinearColor (deltaTime, interpSpeed, r1, g1, b1, r2, g2, b2)
+	deltaTime = deltaTime * interpSpeed
+	local r = r1 + (r2 - r1) * deltaTime
+	local g = g1 + (g2 - g1) * deltaTime
+	local b = b1 + (b2 - b1) * deltaTime
+	return r, g, b
+end
+
+--check if a number is near another number by a tolerance
+function DF:IsNearlyEqual (value1, value2, tolerance)
+	tolerance = tolerance or SMALL_FLOAT
+	return abs (value1 - value2) <= tolerance
+end
+
+--check if a number is near zero
+function DF:IsNearlyZero (value, tolerance)
+	tolerance = tolerance or SMALL_FLOAT
+	return abs (value) <= tolerance
+end
+
+--check if a number is within a two other numbers, if isInclusive is true, it'll  include the max value
+function DF:IsWithin (minValue, maxValue, value, isInclusive)
+	if (isInclusive) then
+		return ((value >= minValue) and (value <= maxValue))	
+	else
+		return ((value >= minValue) and (value < maxValue))
+	end
+end
+
+--dont allow a number ot be lower or bigger than a certain range
+function DF:Clamp (minValue, maxValue, value)
+	return value < minValue and minValue or value < maxValue and value or maxValue
+end
+
+function DF:ScaleBack ()
+
+end