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; /** * 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)` */ 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 * * @return A value between the current value and the target value. */ 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)); 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; } }