package armory.math; import iron.math.Vec4; class Helper { /** * Returns angle in radians between 2 vectors perpendicular to the z axis. */ public static function getAngle(va: Vec4, vb: Vec4): Float { var vn = Vec4.zAxis(); var dot = va.dot(vb); var det = va.x * vb.y * vn.z + vb.x * vn.y * va.z + vn.x * va.y * vb.z - va.z * vb.y * vn.x - vb.z * vn.y * va.x - vn.z * va.y * vb.x; return Math.atan2(det, dot); } /** * Converts an angle in radians to degrees. * @return angle in degrees */ inline public static function radToDeg(radians: Float): Float { return 180 / Math.PI * radians; } /** * Converts an angle in degrees to radians. * @return angle in radians */ inline public static function degToRad(degrees: Float): Float { return Math.PI / 180 * degrees; } /** * Rounds the precision of a float (default 2). * @return float with rounded precision */ public static function roundfp(f: Float, precision = 2): Float { f *= std.Math.pow(10, precision); return std.Math.round(f) / std.Math.pow(10, precision); } /** * Clamps a float within some limits. * @return same float, min or max if exceeded limits. */ public static function clamp(f: Float, min: Float, max: Float): Float { return f < min ? min : f > max ? max : f; } /** * Convenience function to map a variable from one coordinate space to * another. Equivalent to unlerp() followed by lerp(). * @param value * @param leftMin The lower bound of the input coordinate space * @param leftMax The higher bound of the input coordinate space * @param rightMin The lower bound of the output coordinate space * @param rightMax The higher bound of the output coordinate space * @return Float */ public static inline function map(value: Float, leftMin: Float, leftMax: Float, rightMin: Float, rightMax: Float): Float { return rightMin + (value - leftMin) / (leftMax - leftMin) * (rightMax- rightMin); } public static inline function mapInt(value: Int, leftMin: Int, leftMax: Int, rightMin: Int, rightMax: Int): Int { var result = Std.int(map(value, leftMin, leftMax, rightMin, rightMax)); return result; } public static inline function mapClamped(value: Float, leftMin: Float, leftMax: Float, rightMin: Float, rightMax: Float): Float { if (value >= leftMax) return rightMax; if (value <= leftMin) return rightMin; return map(value, leftMin, leftMax, rightMin, rightMax); } /** Return the sign of the given value represented as `1.0` (positive value) or `-1.0` (negative value). The sign of `0` is `0`. **/ public static inline function sign(value: Float): Float { if (value == 0) return 0; return (value < 0) ? -1.0 : 1.0; } }