2016-07-20 22:17:25 -03:00

204 lines
5.0 KiB
Lua

--- Various utility functions
-- @module utils
local modules = (...): gsub('%.[^%.]+$', '') .. "."
local vec2 = require(modules .. "vec2")
local vec3 = require(modules .. "vec3")
local atan2 = math.atan2
local acos = math.acos
local sqrt = math.sqrt
local abs = math.abs
local ceil = math.ceil
local floor = math.floor
local log = math.log
local utils = {}
-- reimplementation of math.frexp, due to its removal from Lua 5.3 :(
-- courtesy of airstruck
local log2 = log(2)
local frexp = math.frexp or function(x)
if x == 0 then return 0, 0 end
local e = floor(log(abs(x)) / log2 + 1)
return x / 2 ^ e, e
end
--- Clamps a value within the specified range.
-- @param value Input value
-- @param min Minimum output value
-- @param max Maximum output value
-- @return number
function utils.clamp(value, min, max)
return math.max(math.min(value, max), min)
end
--- Returns `value` if it is equal or greater than |`size`|, or 0.
-- @param value
-- @param size
-- @return number
function utils.deadzone(value, size)
return abs(value) >= size and value or 0
end
--- Check if value is equal or greater than threshold.
-- @param value
-- @param threshold
-- @return boolean
function utils.threshold(value, threshold)
-- I know, it barely saves any typing at all.
return abs(value) >= threshold
end
--- Scales a value from one range to another.
-- @param value Input value
-- @param min_in Minimum input value
-- @param max_in Maximum input value
-- @param min_out Minimum output value
-- @param max_out Maximum output value
-- @return number
function utils.map(value, min_in, max_in, min_out, max_out)
return ((value) - (min_in)) * ((max_out) - (min_out)) / ((max_in) - (min_in)) + (min_out)
end
--- Linear interpolation.
-- Performs linear interpolation between 0 and 1 when `low` < `progress` < `high`.
-- @param progress (0-1)
-- @param low value to return when `progress` is 0
-- @param high value to return when `progress` is 1
-- @return number
function utils.lerp(progress, low, high)
return progress * (high - low) + low
end
--- Hermite interpolation.
-- Performs smooth Hermite interpolation between 0 and 1 when `low` < `progress` < `high`.
-- @param progress (0-1)
-- @param low value to return when `progress` is 0
-- @param high value to return when `progress` is 1
-- @return number
function utils.smoothstep(progress, low, high)
local t = utils.clamp((progress - low) / (high - low), 0.0, 1.0)
return t * t * (3.0 - 2.0 * t)
end
--- Round number at a given precision.
-- Truncates `value` at `precision` points after the decimal (whole number if
-- left unspecified).
-- @param value
-- @param precision
-- @return number
function utils.round(value, precision)
if precision then return utils.round(value / precision) * precision end
return value >= 0 and floor(value+0.5) or ceil(value-0.5)
end
--- Wrap `value` around if it exceeds `limit`.
-- @param value
-- @param limit
-- @return number
function utils.wrap(value, limit)
if value < 0 then
value = value + utils.round(((-value/limit)+1))*limit
end
return value % limit
end
--- Check if a value is a power-of-two.
-- Returns true if a number is a valid power-of-two, otherwise false.
-- @author undef
-- @param value
-- @return boolean
function utils.is_pot(value)
-- found here: https://love2d.org/forums/viewtopic.php?p=182219#p182219
-- check if a number is a power-of-two
return (frexp(value)) == 0.5
end
-- Originally from vec3
function utils.project_on(out, a, b)
local isvec3 = vec3.is_vec3(out)
local s =
(a.x * b.x + a.y * b.y + isvec3 and a.z * b.z or 0) /
(b.x * b.x + b.y * b.y + isvec3 and b.z * b.z or 0)
out.x = b.x * s
out.y = b.y * s
out.z = isvec3 and b.z * s or nil
return out
end
-- Originally from vec3
function utils.project_from(out, a, b)
local isvec3 = vec3.is_vec3(out)
local s =
(b.x * b.x + b.y * b.y + isvec3 and b.z * b.z or 0) /
(a.x * b.x + a.y * b.y + isvec3 and a.z * b.z or 0)
out.x = b.x * s
out.y = b.y * s
out.z = isvec3 and b.z * s or nil
return out
end
-- Originally from vec3
function utils.mirror_on(out, a, b)
local isvec3 = vec3.is_vec3(out)
local s =
(a.x * b.x + a.y * b.y + isvec3 and a.z * b.z or 0) /
(b.x * b.x + b.y * b.y + isvec3 and b.z * b.z or 0) * 2
out.x = b.x * s - a.x
out.y = b.y * s - a.y
out.z = isvec3 and b.z * s - a.z or nil
return out
end
-- Originally from vec3
function utils.reflect(out, i, n)
return out
:mul(n, n:dot(i) * 2)
:sub(i, out)
end
-- Originally from vec3
local tmp = vec3()
function utils.refract(out, i, n, ior)
local d = n:dot(i)
local k = 1 - ior * ior * (1 - d * d)
if k >= 0 then
tmp:mul(n, ior * d + sqrt(k))
out:mul(i, ior)
out:sub(out, tmp)
end
return out
end
-- Originally from vec3
function utils.angle_to(a, b)
if b then
return atan2(a.y - b.y, a.x - b.x)
end
return atan2(a.y, a.x)
end
-- Originally from vec3
function utils.angle_between(a, b)
if b then
if vec2.is_vec2(a) then
return acos(vec2.dot(a, b) / (vec2.len(a) * vec2.len(b)))
end
return acos(vec3.dot(a, b) / (vec3.len(a) * vec3.len(b)))
end
return 0
end
return utils