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Funkin/source/funkin/util/MathUtil.hx

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Haxe
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package funkin.util;
/**
* Utilities for performing mathematical operations.
*/
class MathUtil
{
/**
* Euler's constant and the base of the natural logarithm.
* Math.E is not a constant in Haxe, so we'll just define it ourselves.
*/
public static final E:Float = 2.71828182845904523536;
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/**
* Perform linear interpolation between the base and the target, based on the current framerate.
*/
public static function coolLerp(base:Float, target:Float, ratio:Float):Float
{
return base + cameraLerp(ratio) * (target - base);
}
public static function cameraLerp(lerp:Float):Float
{
return lerp * (FlxG.elapsed / (1 / 60));
}
/**
* Get the logarithm of a value with a given base.
* @param base The base of the logarithm.
* @param value The value to get the logarithm of.
* @return `log_base(value)`
*/
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public static function logBase(base:Float, value:Float)
{
return Math.log(value) / Math.log(base);
}
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/**
* @returns `2^x`
*/
public static function exp2(x:Float)
{
return Math.pow(2, x);
}
/**
* Linearly interpolate between two values.
* @param base The starting value, when `progress <= 0`.
* @param target The ending value, when `progress >= 1`.
* @param progress Value used to interpolate between `base` and `target`.
*/
public static function lerp(base:Float, target:Float, progress:Float)
{
return base + progress * (target - base);
}
/**
* Perform a framerate-independent linear interpolation between the base value and the target.
* @param current The current value.
* @param target The target value.
* @param elapsed The time elapsed since the last frame.
* @param duration The total duration of the interpolation. Nominal duration until remaining distance is less than `precision`.
* @param precision The target precision of the interpolation. Defaults to 1% of distance remaining.
* @see https://twitter.com/FreyaHolmer/status/1757918211679650262
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*
* @return A value between the current value and the target value.
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*/
public static function smoothLerp(current:Float, target:Float, elapsed:Float, duration:Float, precision:Float = 1 / 100):Float
{
// var halfLife:Float = -duration / logBase(2, precision);
// lerp(current, target, 1 - exp2(-elapsed / halfLife));
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if (current == target) return target;
var result:Float = lerp(current, target, 1 - Math.pow(precision, elapsed / duration));
// TODO: Is there a better way to ensure a lerp which actually reaches the target?
// Research a framerate-independent PID lerp.
if (Math.abs(result - target) < (precision * target)) result = target;
return result;
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}
}