/* * math.qc * * Author: Joshua Skelton joshua.skelton@gmail.com * * A collection of helpful math functions. */ // Forward declarations float(float value, float minValue, float maxValue) clamp; float(float a, float b) mod; float(float x) sign; float(float value, float minValue, float maxValue) wrap; /* * clamp * * Limits the given value to the given range. * * value: A number * * minValue: The minimum value of the range * * maxValue: The maximum value of the range * * Returns: A number within the given range. */ float(float value, float minValue, float maxValue) clamp = { if (value < minValue) { return minValue; } else if (value > maxValue) { return maxValue; } return value; }; /* * mod * * Returns the remainder after the division of a by n * * a: The dividend * * b: The divisor * * Returns: The remainder of a divided by n */ #ifndef FTE float(float a, float n) mod = { return a - (n * floor(a / n)); }; #endif // FTE /* * sign * * Returns an indication of the sign of the given number. * * x: A number * * Returns: -1 if x < 0, 0 if x == 0, 1 if x > 0. */ float(float x) sign = { if (x > 0) { return 1; } else if (x < 0) { return -1; } return 0; }; /* * wrap * * Limits the given value to the given range and will wrap the value to the * the other end of the range if exceeded. * * value: A number * * minValue: The minimum value of the range * * maxValue: The maximum value of the range * * Returns: A number within the given range. */ float(float value, float minValue, float maxValue) wrap = { local float range = maxValue - minValue; return mod(value - minValue, range + 1) + minValue; }; float(float a, float b, float mix) lerp = { if (mix <= 0) return a; if (mix >= 1) return b; return (b * mix + a * ( 1 - mix ) ); } vector(vector a, vector b, float mix) lerpVector = { if (mix <= 0) return a; if (mix >= 1) return b; return (b * mix + a * ( 1 - mix ) ); } // for a relaxing lerp: hermite lerp. float(float a, float b, float mix) lerpHermite = { if (mix <= 0) return a; if (mix >= 1) return b; local float h01; h01 = mix * mix; h01 *= 3 - 2 * mix; return (b * h01 + a * ( 1 - h01 ) ); } vector(vector a, vector b, float mix) lerpVectorHermite = { if (mix <= 0) return a; if (mix >= 1) return b; local float h01; h01 = mix * mix; h01 *= 3 - 2 * mix; return (b * h01 + a * ( 1 - h01 ) ); } float(float anga, float angb) angledif = { float dif; dif = fabs(anga - angb); if (dif > 180) dif = 360 - dif; return dif; } float(vector ang, vector base_ang, vector offset) isInAngle = { if (angledif(ang_x, base_ang_x) > offset_x || angledif(ang_y, base_ang_y) > offset_y) return FALSE; else return TRUE; }; // normalizes an angle vector to the 0/+359 range vector(vector ang) normalizeAngles = { ang_x = ang_x - floor(ang_x/360) * 360; ang_y = ang_y - floor(ang_y/360) * 360; ang_z = ang_z - floor(ang_z/360) * 360; /* while (ang_x > 360) ang_x = ang_x - 360; while (ang_x < 0) ang_x = ang_x + 360; while (ang_y > 360) ang_y = ang_y - 360; while (ang_y < 0) ang_y = ang_y + 360; while (ang_z > 360) ang_z = ang_z - 360; while (ang_z < 0) ang_z = ang_z + 360; */ return ang; }; // normalizes an angle vector to the -180/+179 range vector(vector ang) normalizeAngles180 = { ang_x = ((ang_x+180) - floor((ang_x+180)/360) * 360) - 180; ang_y = ((ang_y+180) - floor((ang_y+180)/360) * 360) - 180; ang_z = ((ang_z+180) - floor((ang_z+180)/360) * 360) - 180; /* while (ang_x > 180) ang_x = ang_x - 360; while (ang_x < -180) ang_x = ang_x + 360; while (ang_y > 180) ang_y = ang_y - 360; while (ang_y < -180) ang_y = ang_y + 360; while (ang_z > 180) ang_z = ang_z - 360; while (ang_z < -180) ang_z = ang_z + 360; */ return ang; };