139 lines
3.2 KiB
Lua
139 lines
3.2 KiB
Lua
-- loveutils.math : easy to use functions for mathematics and geometry.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Math = {}
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-- ALGEBRA FUNCTIONS
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-- Simple yet usefull functions not supported by base love2D
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function Math.sign(x)
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if (x < 0) then
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return -1
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elseif (x > 0) then
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return 1
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else
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return 0
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end
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end
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function Math.round(num)
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return math.floor(num + 0.5)
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end
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function Math.toZero(num, sub)
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local sub = math.floor(sub)
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if math.abs(num) < sub then
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return 0
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else
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return num - (sub * Math.sign(num))
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end
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end
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function Math.between(num, value1, value2)
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local min = math.min(value1, value2)
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local max = math.max(value1, value2)
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return math.min(math.max(num, min), max)
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end
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-- VECTOR/DIRECTION functions
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-- Easy-to-use function to handle point and motion
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function Math.vector(x1, y1, x2, y2)
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local vecx, vecy
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vecx = x2 - x1
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vexy = y2 - y1
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return vecx, vecy
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end
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function Math.getMiddlePoint(x1, y1, x2, y2)
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local newx, newy, vecx, vecy
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vecx = math.max(x1, x2) - math.min(x1, x2)
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vecy = math.max(y1, y2) - math.min(y1, y2)
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newx = math.min(x1, x2) + (vecx / 2)
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newy = math.min(y1, y2) + (vecy / 2)
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return newx, newy
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end
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function Math.pointDistance(x1, y1, x2, y2)
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local vecx, vecy
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vecx = math.max(x1, x2) - math.min(x1, x2)
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vecy = math.max(y1, y2) - math.min(y1, y2)
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return math.sqrt(vecx^2 + vecy^2)
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end
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function Math.pointDirection(x1,y1,x2,y2)
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local vecx, vecy, angle
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vecy = y2 - y1
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vecx = x2 - x1
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angle = math.atan2(vecy, vecx)
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return angle
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end
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-- STRING FUNCTIONS
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-- Transform into string numbers
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function Math.numberToString(x, length)
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local length = length or 1
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local string = ""
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local x = x
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if (x >= math.pow(10, length)) then
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x = unitsNumber*10 - 1
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string = string .. x
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else
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for i=1, (length-1) do
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if (x < math.pow(10, length-i)) then
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string = string .. "0"
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end
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end
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string = string .. x
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end
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return string
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end
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-- COORDINATE FUNCTIONS
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-- Easy computation on coordinate
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function Math.floorCoord(x, y)
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return math.floor(x), math.floor(y)
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end
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function Math.pixeliseCoord(x, y, factor)
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x, y = Math.floorCoord(x / factor, y / factor)
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x = x * factor
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y = y * factor
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return x, y
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end
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return Math
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