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258 lines
No EOL
8.8 KiB
C#
258 lines
No EOL
8.8 KiB
C#
#region License Information (GPL v3)
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/*
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ShareX - A program that allows you to take screenshots and share any file type
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Copyright (c) 2007-2019 ShareX Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Optionally you can also view the license at <http://www.gnu.org/licenses/>.
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*/
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#endregion License Information (GPL v3)
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using System;
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using System.Security.Cryptography;
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namespace ShareX.HelpersLib
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{
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public static class MathHelpers
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{
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public const float RadianPI = 57.29578f; // 180.0 / Math.PI
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public const float DegreePI = 0.01745329f; // Math.PI / 180.0
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public const float TwoPI = 6.28319f; // Math.PI * 2
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private static readonly object randomLock = new object();
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private static readonly Random random = new Random();
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private static readonly object cryptoRandomLock = new object();
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private static readonly RNGCryptoServiceProvider cryptoRandom = new RNGCryptoServiceProvider();
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private static byte[] rngBuf = new byte[4];
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public static T Min<T>(T num, T min) where T : IComparable<T>
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{
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if (num.CompareTo(min) > 0) return min;
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return num;
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}
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public static T Max<T>(T num, T max) where T : IComparable<T>
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{
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if (num.CompareTo(max) < 0) return max;
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return num;
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}
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public static T Clamp<T>(T num, T min, T max) where T : IComparable<T>
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{
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if (num.CompareTo(min) <= 0) return min;
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if (num.CompareTo(max) >= 0) return max;
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return num;
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}
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public static bool IsBetween<T>(T num, T min, T max) where T : IComparable<T>
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{
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return num.CompareTo(min) >= 0 && num.CompareTo(max) <= 0;
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}
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public static T BetweenOrDefault<T>(T num, T min, T max, T defaultValue = default(T)) where T : IComparable<T>
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{
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if (num.CompareTo(min) >= 0 && num.CompareTo(max) <= 0) return num;
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return defaultValue;
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}
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public static float Remap(float value, float from1, float to1, float from2, float to2)
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{
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return ((value - from1) / (to1 - from1) * (to2 - from2)) + from2;
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}
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public static bool IsEvenNumber(int num)
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{
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return num % 2 == 0;
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}
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public static bool IsOddNumber(int num)
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{
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return num % 2 != 0;
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}
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public static float Lerp(float value1, float value2, float amount)
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{
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return value1 + ((value2 - value1) * amount);
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}
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public static Vector2 Lerp(Vector2 pos1, Vector2 pos2, float amount)
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{
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float x = Lerp(pos1.X, pos2.X, amount);
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float y = Lerp(pos1.Y, pos2.Y, amount);
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return new Vector2(x, y);
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}
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/// <summary>
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/// Returns a random number between 0 and <c>max</c> (inclusive).
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/// </summary>
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/// <remarks>
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/// This uses <c>System.Random()</c>, which does not provide safe random numbers. This function
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/// should not be used to generate things that should be unique, like random file names.
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/// </remarks>
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/// <param name="max">The upper limit of the number (inclusive).</param>
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/// <returns>A random number.</returns>
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public static int Random(int max)
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{
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lock (randomLock)
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{
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return random.Next(max + 1);
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}
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}
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/// <summary>
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/// Returns a random number between <c>min</c> and <c>max</c> (inclusive).
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/// </summary>
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/// <remarks>
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/// This uses <c>System.Random()</c>, which does not provide safe random numbers. This function
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/// should not be used to generate things that should be unique, like random file names.
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/// </remarks>
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/// <param name="min">The lower limit of the number (inclusive).</param>
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/// <param name="max">The upper limit of the number (inclusive).</param>
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/// <returns>A random number.</returns>
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public static int Random(int min, int max)
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{
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lock (randomLock)
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{
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return random.Next(min, max + 1);
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}
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}
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public static int RandomAdd(int num, int min, int max)
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{
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return num + Random(min, max);
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}
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public static T RandomPick<T>(params T[] array)
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{
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return array[Random(array.Length - 1)];
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}
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/// <summary>
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/// Returns a random number between 0 and <c>max</c> (inclusive) generated with a cryptographic PRNG.
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/// </summary>
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/// <param name="max">The upper limit of the number (inclusive).</param>
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/// <returns>A cryptographically random number.</returns>
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public static int CryptoRandom(int max)
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{
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return CryptoRandom(0, max);
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}
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/// <summary>
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/// Returns a random number between <c>min</c> and <c>max</c> (inclusive) generated with a cryptographic PRNG.
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/// </summary>
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/// <param name="min">The lower limit of the number (inclusive).</param>
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/// <param name="max">The upper limit of the number (inclusive).</param>
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/// <returns>A cryptographically random number.</returns>
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public static int CryptoRandom(int min, int max)
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{
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// this code avoids bias in random number generation, which is important when generating random filenames, etc.
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// adapted from https://web.archive.org/web/20150114085328/http://msdn.microsoft.com:80/en-us/magazine/cc163367.aspx
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if (min > max)
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{
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throw new ArgumentOutOfRangeException("min");
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}
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if (min == max)
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{
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return min;
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}
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lock (cryptoRandomLock)
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{
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long diff = (long)max - min;
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long ceiling = 1 + (long)uint.MaxValue;
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long remainder = ceiling % diff;
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// this should only iterate once unless we generate really large numbers
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uint r;
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do
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{
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cryptoRandom.GetBytes(rngBuf);
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r = BitConverter.ToUInt32(rngBuf, 0);
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} while (r >= ceiling - remainder);
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return (int)(min + (r % diff));
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}
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}
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public static T CryptoRandomPick<T>(params T[] array)
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{
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return array[CryptoRandom(array.Length - 1)];
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}
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public static float RadianToDegree(float radian)
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{
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return radian * RadianPI;
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}
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public static float DegreeToRadian(float degree)
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{
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return degree * DegreePI;
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}
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public static Vector2 RadianToVector2(float radian)
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{
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return new Vector2((float)Math.Cos(radian), (float)Math.Sin(radian));
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}
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public static Vector2 RadianToVector2(float radian, float length)
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{
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return RadianToVector2(radian) * length;
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}
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public static Vector2 DegreeToVector2(float degree)
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{
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return RadianToVector2(DegreeToRadian(degree));
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}
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public static Vector2 DegreeToVector2(float degree, float length)
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{
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return RadianToVector2(DegreeToRadian(degree), length);
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}
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public static float Vector2ToRadian(Vector2 direction)
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{
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return (float)Math.Atan2(direction.Y, direction.X);
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}
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public static float Vector2ToDegree(Vector2 direction)
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{
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return RadianToDegree(Vector2ToRadian(direction));
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}
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public static float LookAtRadian(Vector2 pos1, Vector2 pos2)
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{
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return (float)Math.Atan2(pos2.Y - pos1.Y, pos2.X - pos1.X);
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}
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public static Vector2 LookAtVector2(Vector2 pos1, Vector2 pos2)
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{
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return RadianToVector2(LookAtRadian(pos1, pos2));
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}
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public static float LookAtDegree(Vector2 pos1, Vector2 pos2)
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{
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return RadianToDegree(LookAtRadian(pos1, pos2));
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}
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public static float Distance(Vector2 pos1, Vector2 pos2)
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{
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return (float)Math.Sqrt(Math.Pow(pos2.X - pos1.X, 2) + Math.Pow(pos2.Y - pos1.Y, 2));
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}
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}
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} |