ShareX/ShareX.HelpersLib/Helpers/MathHelpers.cs
2024-01-03 02:57:14 +03:00

169 lines
5.3 KiB
C#

#region License Information (GPL v3)
/*
ShareX - A program that allows you to take screenshots and share any file type
Copyright (c) 2007-2024 ShareX Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Optionally you can also view the license at <http://www.gnu.org/licenses/>.
*/
#endregion License Information (GPL v3)
using System;
using System.Drawing;
namespace ShareX.HelpersLib
{
public static class MathHelpers
{
public const float RadianPI = 57.29578f; // 180.0 / Math.PI
public const float DegreePI = 0.01745329f; // Math.PI / 180.0
public const float TwoPI = 6.28319f; // Math.PI * 2
public static T Min<T>(T num, T min) where T : IComparable<T>
{
if (num.CompareTo(min) > 0) return min;
return num;
}
public static T Max<T>(T num, T max) where T : IComparable<T>
{
if (num.CompareTo(max) < 0) return max;
return num;
}
public static T Clamp<T>(T num, T min, T max) where T : IComparable<T>
{
if (num.CompareTo(min) <= 0) return min;
if (num.CompareTo(max) >= 0) return max;
return num;
}
public static bool IsBetween<T>(T num, T min, T max) where T : IComparable<T>
{
return num.CompareTo(min) >= 0 && num.CompareTo(max) <= 0;
}
public static T BetweenOrDefault<T>(T num, T min, T max, T defaultValue = default) where T : IComparable<T>
{
if (num.CompareTo(min) >= 0 && num.CompareTo(max) <= 0) return num;
return defaultValue;
}
public static float Remap(float value, float from1, float to1, float from2, float to2)
{
return ((value - from1) / (to1 - from1) * (to2 - from2)) + from2;
}
public static bool IsEvenNumber(int num)
{
return num % 2 == 0;
}
public static bool IsOddNumber(int num)
{
return num % 2 != 0;
}
public static float Lerp(float value1, float value2, float amount)
{
return value1 + ((value2 - value1) * amount);
}
public static Vector2 Lerp(Vector2 pos1, Vector2 pos2, float amount)
{
float x = Lerp(pos1.X, pos2.X, amount);
float y = Lerp(pos1.Y, pos2.Y, amount);
return new Vector2(x, y);
}
public static float RadianToDegree(float radian)
{
return radian * RadianPI;
}
public static float DegreeToRadian(float degree)
{
return degree * DegreePI;
}
public static Vector2 RadianToVector2(float radian)
{
return new Vector2((float)Math.Cos(radian), (float)Math.Sin(radian));
}
public static Vector2 RadianToVector2(float radian, float length)
{
return RadianToVector2(radian) * length;
}
public static Vector2 DegreeToVector2(float degree)
{
return RadianToVector2(DegreeToRadian(degree));
}
public static Vector2 DegreeToVector2(float degree, float length)
{
return RadianToVector2(DegreeToRadian(degree), length);
}
public static float Vector2ToRadian(Vector2 direction)
{
return (float)Math.Atan2(direction.Y, direction.X);
}
public static float Vector2ToDegree(Vector2 direction)
{
return RadianToDegree(Vector2ToRadian(direction));
}
public static float LookAtRadian(Vector2 pos1, Vector2 pos2)
{
return (float)Math.Atan2(pos2.Y - pos1.Y, pos2.X - pos1.X);
}
public static float LookAtRadian(PointF pos1, PointF pos2)
{
return (float)Math.Atan2(pos2.Y - pos1.Y, pos2.X - pos1.X);
}
public static Vector2 LookAtVector2(Vector2 pos1, Vector2 pos2)
{
return RadianToVector2(LookAtRadian(pos1, pos2));
}
public static float LookAtDegree(Vector2 pos1, Vector2 pos2)
{
return RadianToDegree(LookAtRadian(pos1, pos2));
}
public static float LookAtDegree(PointF pos1, PointF pos2)
{
return RadianToDegree(LookAtRadian(pos1, pos2));
}
public static float Distance(Vector2 pos1, Vector2 pos2)
{
return (float)Math.Sqrt(Math.Pow(pos2.X - pos1.X, 2) + Math.Pow(pos2.Y - pos1.Y, 2));
}
public static float Distance(PointF pos1, PointF pos2)
{
return (float)Math.Sqrt(Math.Pow(pos2.X - pos1.X, 2) + Math.Pow(pos2.Y - pos1.Y, 2));
}
}
}