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Merge pull request #328 from FunkinCrew/EliteMasterEric-patch-1

Additional mathematical utilities.
This commit is contained in:
Cameron Taylor 2024-02-16 03:35:21 -05:00 committed by GitHub
commit e19dfad641

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@ -5,6 +5,14 @@ package funkin.util;
*/
class MathUtil
{
public static var E(get, never):Float;
static function get_E():Float
{
// Math.E is not a constant in Haxe, so we'll just define it ourselves.
return 2.71828182845904523536; // Approximation.
}
/**
* Perform linear interpolation between the base and the target, based on the current framerate.
*/
@ -24,8 +32,44 @@ class MathUtil
* @param value The value to get the logarithm of.
* @return `log_base(value)`
*/
public static function logBase(base:Float, value:Float):Float
public static function logBase(base:Float, value:Float)
{
return Math.log(value) / Math.log(base);
}
/**
* @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
*/
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));
return lerp(current, target, 1 - Math.pow(p, elapsed / duration));
}
}