using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Subsurface
{
static class MathUtils
{
public static Vector2 SmoothStep(Vector2 v1, Vector2 v2, float amount)
{
return new Vector2(
MathHelper.SmoothStep(v1.X, v2.X, amount),
MathHelper.SmoothStep(v1.Y, v2.Y, amount));
}
public static float Round(float value, float div)
{
return (float)Math.Floor(value / div) * div;
}
public static float VectorToAngle(Vector2 vector)
{
return (float)Math.Atan2(vector.Y, vector.X);
}
public static float CurveAngle(float from, float to, float step)
{
// Ensure that 0 <= angle < 2pi for both "from" and "to"
while (from < 0)
from += MathHelper.TwoPi;
while (from >= MathHelper.TwoPi)
from -= MathHelper.TwoPi;
while (to < 0)
to += MathHelper.TwoPi;
while (to >= MathHelper.TwoPi)
to -= MathHelper.TwoPi;
if (Math.Abs(from - to) < MathHelper.Pi)
{
// The simple case - a straight lerp will do.
return MathHelper.Lerp(from, to, step);
}
// If we get here we have the more complex case.
// First, increment the lesser value to be greater.
if (from < to)
from += MathHelper.TwoPi;
else
to += MathHelper.TwoPi;
float retVal = MathHelper.Lerp(from, to, step);
// Now ensure the return value is between 0 and 2pi
if (retVal >= MathHelper.TwoPi)
retVal -= MathHelper.TwoPi;
return retVal;
}
public static float WrapAngleTwoPi(float angle)
{
// Ensure that 0 <= angle < 2pi for both "from" and "to"
while (angle < 0)
angle += MathHelper.TwoPi;
while (angle >= MathHelper.TwoPi)
angle -= MathHelper.TwoPi;
return angle;
}
public static float WrapAnglePi(float angle)
{
// Ensure that -pi <= angle < pi for both "from" and "to"
while (angle < -MathHelper.Pi)
angle += MathHelper.TwoPi;
while (angle >= MathHelper.Pi)
angle -= MathHelper.TwoPi;
return angle;
}
public static float GetShortestAngle(float from, float to)
{
// Ensure that 0 <= angle < 2pi for both "from" and "to"
from = WrapAngleTwoPi(from);
to = WrapAngleTwoPi(to);
if (Math.Abs(from - to) < MathHelper.Pi)
{
return to - from;
}
// If we get here we have the more complex case.
// First, increment the lesser value to be greater.
if (from < to)
from += MathHelper.TwoPi;
else
to += MathHelper.TwoPi;
return to - from;
}
///
/// solves the angle opposite to side a (parameters: lengths of each side)
///
public static float SolveTriangleSSS(float a, float b, float c)
{
float A = (float)Math.Acos((b * b + c * c - a * a) / (2 * b * c));
if (float.IsNaN(A)) A = 1.0f;
return A;
}
public static byte AngleToByte(float angle)
{
angle = WrapAngleTwoPi(angle);
angle = angle * (255.0f / MathHelper.TwoPi);
return Convert.ToByte(angle);
}
public static float ByteToAngle(byte b)
{
float angle = (float)b;
angle = angle * (MathHelper.TwoPi / 255.0f);
return angle;
}
}
class CompareCCW : IComparer
{
private Vector2 center;
public CompareCCW(Vector2 center)
{
this.center = center;
}
public int Compare(Vector2 a, Vector2 b)
{
if (a.X - center.X >= 0 && b.X - center.X < 0) return -1;
if (a.X - center.X < 0 && b.X - center.X >= 0) return 1;
if (a.X - center.X == 0 && b.X - center.X == 0)
{
if (a.Y - center.Y >= 0 || b.Y - center.Y >= 0) return Math.Sign(b.Y - a.Y);
return Math.Sign(a.Y - b.Y);
}
// compute the cross product of vectors (center -> a) x (center -> b)
float det = (a.X - center.X) * (b.Y - center.Y) - (b.X - center.X) * (a.Y - center.Y);
if (det < 0) return -1;
if (det > 0) return 1;
// points a and b are on the same line from the center
// check which point is closer to the center
float d1 = (a.X - center.X) * (a.X - center.X) + (a.Y - center.Y) * (a.Y - center.Y);
float d2 = (b.X - center.X) * (b.X - center.X) + (b.Y - center.Y) * (b.Y - center.Y);
return Math.Sign(d2 - d1);
}
}
}