Merge branch 'NoriteSC-MathLib'
This commit is contained in:
@@ -876,38 +876,54 @@ namespace FlaxEngine
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/// <summary>
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/// Given a heading which may be outside the +/- PI range, 'unwind' it back into that range.
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/// </summary>
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/// <remarks>Optimized version of <see cref="UnwindRadiansAccurate"/> that is it faster and has fixed cost but with large angle values (100 for example) starts to lose accuracy floating point problem.</remarks>
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/// <param name="angle">Angle in radians to unwind.</param>
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/// <returns>Valid angle in radians.</returns>
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public static double UnwindRadians(double angle)
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{
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// TODO: make it faster?
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var a = angle - Math.Floor(angle / TwoPi) * TwoPi; // Loop function between 0 and TwoPi
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return a > Pi ? a - TwoPi : a; // Change range so it become Pi and -Pi
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}
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/// <summary>
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/// The same as <see cref="UnwindRadians"/> but is more computation intensive with large <see href="angle"/> and has better accuracy with large <see href="angle"/>.
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/// <br>cost of this function is <see href="angle"/> % <see cref="Pi"/></br>
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/// </summary>
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/// <param name="angle">Angle in radians to unwind.</param>
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/// <returns>Valid angle in radians.</returns>
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public static double UnwindRadiansAccurate(double angle)
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{
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while (angle > Pi)
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{
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angle -= TwoPi;
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}
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while (angle < -Pi)
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{
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angle += TwoPi;
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}
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return angle;
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}
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/// <summary>
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/// Utility to ensure angle is between +/- 180 degrees by unwinding
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/// Utility to ensure angle is between +/- 180 degrees by unwinding.
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/// </summary>
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/// <remarks>Optimized version of <see cref="UnwindDegreesAccurate"/> that is it faster and has fixed cost but with large angle values (100 for example) starts to lose accuracy floating point problem.</remarks>
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/// <param name="angle">Angle in degrees to unwind.</param>
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/// <returns>Valid angle in degrees.</returns>
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public static double UnwindDegrees(double angle)
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{
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// TODO: make it faster?
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while (angle > 180.0f)
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{
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angle -= 360.0f;
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}
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while (angle < -180.0f)
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{
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angle += 360.0f;
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}
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var a = angle - Math.Floor(angle / 360.0) * 360.0; // Loop function between 0 and 360
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return a > 180 ? a - 360.0 : a; // Change range so it become 180 and -180
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}
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/// <summary>
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/// The same as <see cref="UnwindDegrees"/> but is more computation intensive with large <see href="angle"/> and has better accuracy with large <see href="angle"/>.
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/// <br>cost of this function is <see href="angle"/> % 180.0f</br>
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/// </summary>
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/// <param name="angle">Angle in radians to unwind.</param>
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/// <returns>Valid angle in radians.</returns>
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public static double UnwindDegreesAccurate(double angle)
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{
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while (angle > 180.0)
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angle -= 360.0;
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while (angle < -180.0)
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angle += 360.0;
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return angle;
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}
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@@ -927,8 +943,9 @@ namespace FlaxEngine
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/// Interpolates between two values using a linear function by a given amount.
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/// </summary>
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/// <remarks>
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/// See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and
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/// http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
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/// See:
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/// <br><seealso href="http://www.encyclopediaofmath.org/index.php/Linear_interpolation"/></br>
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/// <br><seealso href="http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/"/></br>
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/// </remarks>
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/// <param name="from">Value to interpolate from.</param>
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/// <param name="to">Value to interpolate to.</param>
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@@ -944,7 +961,8 @@ namespace FlaxEngine
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/// Performs smooth (cubic Hermite) interpolation between 0 and 1.
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/// </summary>
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/// <remarks>
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/// See https://en.wikipedia.org/wiki/Smoothstep
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/// See:
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/// <br><seealso href="https://en.wikipedia.org/wiki/Smoothstep"/></br>
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/// </remarks>
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/// <param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
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public static double SmoothStep(double amount)
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@@ -956,7 +974,8 @@ namespace FlaxEngine
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/// Performs a smooth(er) interpolation between 0 and 1 with 1st and 2nd order derivatives of zero at endpoints.
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/// </summary>
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/// <remarks>
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/// See https://en.wikipedia.org/wiki/Smoothstep
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/// See:
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/// <br><seealso href="https://en.wikipedia.org/wiki/Smoothstep"/></br>
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/// </remarks>
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/// <param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
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public static double SmootherStep(double amount)
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@@ -1013,7 +1032,7 @@ namespace FlaxEngine
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/// <summary>
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/// Gauss function.
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/// http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function
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/// <br><seealso href="http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function"/></br>
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/// </summary>
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/// <param name="amplitude">Curve amplitude.</param>
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/// <param name="x">Position X.</param>
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@@ -1176,38 +1176,54 @@ namespace FlaxEngine
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/// <summary>
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/// Given a heading which may be outside the +/- PI range, 'unwind' it back into that range.
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/// </summary>
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/// <remarks>Optimized version of <see cref="UnwindRadiansAccurate"/> that is it faster and has fixed cost but with large angle values (100 for example) starts to lose accuracy floating point problem.</remarks>
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/// <param name="angle">Angle in radians to unwind.</param>
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/// <returns>Valid angle in radians.</returns>
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public static float UnwindRadians(float angle)
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{
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// TODO: make it faster?
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var a = angle - (float)Math.Floor(angle / TwoPi) * TwoPi; // Loop function between 0 and TwoPi
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return a > Pi ? a - TwoPi : a; // Change range so it become Pi and -Pi
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}
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/// <summary>
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/// The same as <see cref="UnwindRadians"/> but is more computation intensive with large <see href="angle"/> and has better accuracy with large <see href="angle"/>.
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/// <br>cost of this function is <see href="angle"/> % <see cref="Pi"/></br>
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/// </summary>
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/// <param name="angle">Angle in radians to unwind.</param>
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/// <returns>Valid angle in radians.</returns>
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public static float UnwindRadiansAccurate(float angle)
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{
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while (angle > Pi)
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{
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angle -= TwoPi;
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}
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while (angle < -Pi)
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{
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angle += TwoPi;
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}
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return angle;
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}
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/// <summary>
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/// Utility to ensure angle is between +/- 180 degrees by unwinding
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/// Utility to ensure angle is between +/- 180 degrees by unwinding.
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/// </summary>
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/// <remarks>Optimized version of <see cref="UnwindDegreesAccurate"/> that is it faster and has fixed cost but with large angle values (100 for example) starts to lose accuracy floating point problem.</remarks>
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/// <param name="angle">Angle in degrees to unwind.</param>
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/// <returns>Valid angle in degrees.</returns>
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public static float UnwindDegrees(float angle)
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{
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// TODO: make it faster?
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var a = angle - (float)Math.Floor(angle / 360.0f) * 360.0f; // Loop function between 0 and 360
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return a > 180 ? a - 360.0f : a; // Change range so it become 180 and -180
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}
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/// <summary>
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/// The same as <see cref="UnwindDegrees"/> but is more computation intensive with large <see href="angle"/> and has better accuracy with large <see href="angle"/>.
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/// <br>cost of this function is <see href="angle"/> % 180.0f</br>
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/// </summary>
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/// <param name="angle">Angle in radians to unwind.</param>
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/// <returns>Valid angle in radians.</returns>
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public static float UnwindDegreesAccurate(float angle)
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{
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while (angle > 180.0f)
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{
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angle -= 360.0f;
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}
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while (angle < -180.0f)
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{
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angle += 360.0f;
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}
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return angle;
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}
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@@ -1299,8 +1315,12 @@ namespace FlaxEngine
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/// <summary>
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/// Interpolates between two values using a linear function by a given amount.
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/// </summary>
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/// <remarks>See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/</remarks>
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/// <param name="from">Value to interpolate from.</param>
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/// <remarks>
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/// See:
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/// <br><seealso href="http://www.encyclopediaofmath.org/index.php/Linear_interpolation"/></br>
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/// <br><seealso href="http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/"/></br>
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/// </remarks>
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/// /// <param name="from">Value to interpolate from.</param>
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/// <param name="to">Value to interpolate to.</param>
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/// <param name="amount">Interpolation amount.</param>
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/// <returns>The result of linear interpolation of values based on the amount.</returns>
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@@ -1312,8 +1332,12 @@ namespace FlaxEngine
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/// <summary>
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/// Interpolates between two values using a linear function by a given amount.
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/// </summary>
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/// <remarks>See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/</remarks>
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/// <param name="from">Value to interpolate from.</param>
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/// <remarks>
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/// See:
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/// <br><seealso href="http://www.encyclopediaofmath.org/index.php/Linear_interpolation"/></br>
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/// <br><seealso href="http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/"/></br>
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/// </remarks>
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/// /// <param name="from">Value to interpolate from.</param>
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/// <param name="to">Value to interpolate to.</param>
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/// <param name="amount">Interpolation amount.</param>
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/// <returns>The result of linear interpolation of values based on the amount.</returns>
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@@ -1325,8 +1349,12 @@ namespace FlaxEngine
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/// <summary>
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/// Interpolates between two values using a linear function by a given amount.
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/// </summary>
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/// <remarks>See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/</remarks>
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/// <param name="from">Value to interpolate from.</param>
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/// <remarks>
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/// See:
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/// <br><seealso href="http://www.encyclopediaofmath.org/index.php/Linear_interpolation"/></br>
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/// <br><seealso href="http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/"/></br>
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/// </remarks>
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/// /// <param name="from">Value to interpolate from.</param>
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/// <param name="to">Value to interpolate to.</param>
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/// <param name="amount">Interpolation amount.</param>
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/// <returns>The result of linear interpolation of values based on the amount.</returns>
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@@ -1338,7 +1366,10 @@ namespace FlaxEngine
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/// <summary>
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/// Performs smooth (cubic Hermite) interpolation between 0 and 1.
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/// </summary>
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/// <remarks>See https://en.wikipedia.org/wiki/Smoothstep</remarks>
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/// <remarks>
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/// See:
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/// <br><seealso href="https://en.wikipedia.org/wiki/Smoothstep"/></br>
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/// </remarks>
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/// <param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
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public static float SmoothStep(float amount)
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{
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@@ -1348,7 +1379,10 @@ namespace FlaxEngine
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/// <summary>
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/// Performs smooth (cubic Hermite) interpolation between 0 and 1.
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/// </summary>
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/// <remarks>See https://en.wikipedia.org/wiki/Smoothstep</remarks>
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/// <remarks>
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/// See:
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/// <br><seealso href="https://en.wikipedia.org/wiki/Smoothstep"/></br>
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/// </remarks>
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/// <param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
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public static double SmoothStep(double amount)
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{
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@@ -1358,7 +1392,10 @@ namespace FlaxEngine
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/// <summary>
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/// Performs a smooth(er) interpolation between 0 and 1 with 1st and 2nd order derivatives of zero at endpoints.
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/// </summary>
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/// <remarks>See https://en.wikipedia.org/wiki/Smoothstep</remarks>
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/// <remarks>
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/// See:
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/// <br><seealso href="https://en.wikipedia.org/wiki/Smoothstep"/></br>
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/// </remarks>
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/// <param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
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public static float SmootherStep(float amount)
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{
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@@ -1368,7 +1405,10 @@ namespace FlaxEngine
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/// <summary>
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/// Performs a smooth(er) interpolation between 0 and 1 with 1st and 2nd order derivatives of zero at endpoints.
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/// </summary>
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/// <remarks>See https://en.wikipedia.org/wiki/Smoothstep</remarks>
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/// <remarks>
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/// See:
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/// <br><seealso href="https://en.wikipedia.org/wiki/Smoothstep"/></br>
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/// </remarks>
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/// <param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
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public static double SmootherStep(double amount)
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{
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@@ -1446,7 +1486,7 @@ namespace FlaxEngine
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/// <summary>
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/// Gauss function.
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/// http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function
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/// <br><seealso href="http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function"/></br>
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/// </summary>
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/// <param name="amplitude">Curve amplitude.</param>
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/// <param name="x">Position X.</param>
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@@ -1463,7 +1503,7 @@ namespace FlaxEngine
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/// <summary>
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/// Gauss function.
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/// http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function
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/// <br><seealso href="http://en.wikipedia.org/wiki/Gaussian_function#Two-dimensional_Gaussian_function"/></br>
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/// </summary>
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/// <param name="amplitude">Curve amplitude.</param>
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/// <param name="x">Position X.</param>
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@@ -0,0 +1,47 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#if FLAX_TESTS
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using NUnit.Framework;
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namespace FlaxEngine.Tests
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{
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/// <summary>
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/// Tests for <see cref="Mathf"/> and <see cref="Mathd"/>.
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/// </summary>
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[TestFixture]
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public class TestMath
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{
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/// <summary>
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/// Test unwinding angles.
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/// </summary>
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[Test]
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public void TestUnwind()
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{
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Assert.AreEqual(0.0f, Mathf.UnwindDegreesAccurate(0.0f));
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Assert.AreEqual(45.0f, Mathf.UnwindDegreesAccurate(45.0f));
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Assert.AreEqual(90.0f, Mathf.UnwindDegreesAccurate(90.0f));
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Assert.AreEqual(180.0f, Mathf.UnwindDegreesAccurate(180.0f));
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Assert.AreEqual(0.0f, Mathf.UnwindDegreesAccurate(360.0f));
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Assert.AreEqual(0.0f, Mathf.UnwindDegrees(0.0f));
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Assert.AreEqual(45.0f, Mathf.UnwindDegrees(45.0f));
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Assert.AreEqual(90.0f, Mathf.UnwindDegrees(90.0f));
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Assert.AreEqual(180.0f, Mathf.UnwindDegrees(180.0f));
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Assert.AreEqual(0.0f, Mathf.UnwindDegrees(360.0f));
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var fError = 0.001f;
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var dError = 0.00001;
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for (float f = -400.0f; f <= 400.0f; f += 0.1f)
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{
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var f1 = Mathf.UnwindDegreesAccurate(f);
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var f2 = Mathf.UnwindDegrees(f);
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if (Mathf.Abs(f1 - f2) >= fError)
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throw new Exception($"Failed on angle={f}, {f1} != {f2}");
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var d = (double)f;
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var d1 = Mathd.UnwindDegreesAccurate(d);
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var d2 = Mathd.UnwindDegrees(d);
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if (Mathd.Abs(d1 - d2) >= dError)
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throw new Exception($"Failed on angle={d}, {d1} != {d2}");
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}
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}
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}
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}
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#endif
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Reference in New Issue
Block a user