/**
*
* @module Kiwi
* @submodule Utils
*/
module Kiwi.Utils {
/**
* Adds a set of extra Math functions and extends a few commonly used ones.
* Includes some methods written by Dylan Engelman.
*
* @class GameMath
* @namespace Kiwi.Utils
* @static
*
* @author Richard Davey
* @author Dylan Engelman
*/
export class GameMath {
/**
* The type of object that this is.
* @method objType
* @return {String} "GameMath"
* @public
*/
public objType() {
return "GameMath";
}
/**
* Holds the value for PI. Only up to 16 significant figures.
* @property PI
* @type number
* @default 3.141592653589793
* @static
* @final
* @public
*/
public static PI: number = 3.141592653589793; //number pi
/**
* Holds the value for PI / 2 OR 90 degrees. Only up to 17 significant figures.
* @property PI_2
* @type number
* @default 1.5707963267948965
* @static
* @final
* @public
*/
public static PI_2: number = 1.5707963267948965; //PI / 2 OR 90 deg
/**
* Holds the value for PI / 4 OR 45 degrees. Only up to 16 significant figures.
* @property PI_4
* @type number
* @default 0.7853981633974483
* @static
* @final
* @public
*/
public static PI_4: number = 0.7853981633974483; //PI / 4 OR 45 deg
/**
* Holds the value for PI / 8 OR 22.5 degrees. Only up to 17 significant figures.
* @property PI_8
* @type number
* @default 0.39269908169872413
* @static
* @final
* @public
*/
public static PI_8: number = 0.39269908169872413; //PI / 8 OR 22.5 deg
/**
* Holds the value for PI / 16 OR 11.25 degrees. Only up to 17 significant figures.
* @property PI_16
* @type number
* @default 0.19634954084936206
* @static
* @final
* @public
*/
public static PI_16: number = 0.19634954084936206; //PI / 16 OR 11.25 deg
/**
* Holds the value for 2 * PI OR 180 degrees. Only up to 15 significant figures.
* @property TWO_PI
* @type number
* @default 6.283185307179586
* @static
* @final
* @public
*/
public static TWO_PI: number = 6.283185307179586; //2 * PI OR 180 deg
/**
* Holds the value for 3 * PI_2 OR 270 degrees. Only up to 17 significant figures.
* @property THREE_PI_2
* @type number
* @default 4.7123889803846895
* @static
* @final
* @public
*/
public static THREE_PI_2: number = 4.7123889803846895; //3 * PI_2 OR 270 deg
/**
* Holds the value for "e": Euler's number or Napier's constant, to 15 significant figures. This is a mathematically useful number.
* @property E
* @type number
* @default 2.71828182845905
* @static
* @final
* @public
*/
public static E: number = 2.71828182845905; //number e
/**
* Holds the value for the natural logarithm of 10: ln(10). Accurate to 16 significant figures.
* @property LN10
* @type number
* @default 2.302585092994046
* @static
* @final
* @public
*/
public static LN10: number = 2.302585092994046; //ln(10)
/**
* Holds the value for the natural logarithm of 2: ln(10). Accurate to 16 significant figures.
* @property LN2
* @type number
* @default 0.6931471805599453
* @static
* @final
* @public
*/
public static LN2: number = 0.6931471805599453; //ln(2)
/**
* Holds the value for the base 10 logarithm of e (Euler's number). Accurate to 16 significant figures.
* @property LOG10E
* @type number
* @default 0.4342944819032518
* @static
* @final
* @public
*/
public static LOG10E: number = 0.4342944819032518; //logB10(e)
/**
* Holds the value for the base 2 logarithm of e (Euler's number). Accurate to 19 significant figures.
* @property LOG2E
* @type number
* @default 1.442695040888963387
* @static
* @final
* @public
*/
public static LOG2E: number = 1.442695040888963387; //logB2(e)
/**
* Holds the value for the square root of 0.5 (1/2). Accurate to 16 significant figures.
* @property SQRT1_2
* @type number
* @default 0.7071067811865476
* @static
* @final
* @public
*/
public static SQRT1_2: number = 0.7071067811865476; //sqrt( 1 / 2 )
/**
* Holds the value for the square root of 2. Accurate to 17 significant figures. This is the diagonal distance across a square with side length of 1.
* @property SQRT2
* @type number
* @default 1.4142135623730951
* @static
* @final
* @public
*/
public static SQRT2: number = 1.4142135623730951; //sqrt( 2 )
/**
* Holds the value for PI / 180 which is used to convert degrees to radians.
* @property DEG_TO_RAD
* @type number
* @default 0.017453292519943294444444444444444
* @static
* @final
* @public
*/
public static DEG_TO_RAD: number = 0.017453292519943294444444444444444; //PI / 180;
/**
* Holds the value for 180 / PI which is used to convert radians to degrees.
* @property RAD_TO_DEG
* @type number
* @default 57.295779513082325225835265587527
* @static
* @final
* @public
*/
public static RAD_TO_DEG: number = 57.295779513082325225835265587527; // 180.0 / PI;
/**
* Holds the value for 2 to the power of 16 (2^16 = 65536). This is the number of values available in 2 bytes.
* @property B_16
* @type number
* @default 65536
* @static
* @final
* @public
*/
public static B_16: number = 65536;//2^16
/**
* Holds the value for 2 to the power of 31 (2^31 = 2147483648). This is the number of values available to 31-bit memory addressing.
* @property B_31
* @type number
* @default 2147483648
* @static
* @final
* @public
*/
public static B_31: number = 2147483648;//2^31
/**
* Holds the value for 2 to the power of 32 (2^32 = 4294967296). This is the number of values available in 4 bytes, such as certain forms of RGBA colour.
* @property B_32
* @type number
* @default 4294967296
* @static
* @final
* @public
*/
public static B_32: number = 4294967296;//2^32
/**
* Holds the value for 2 to the power of 48 (2^48 = 281474976710656). 48-bit colour has 16 bits per channel.
* @property B_48
* @type number
* @default 281474976710656
* @static
* @final
* @public
*/
public static B_48: number = 281474976710656;//2^48
/**
* Holds the value for 2 to the power of 53 (2^53 = 9007199254740992). This is the largest accurate double-precision floating point whole number.
* @property B_53
* @type number
* @default 9007199254740992
* @static
* @final
* @public
*/
public static B_53: number = 9007199254740992;//2^53 !!NOTE!! largest accurate double floating point whole value
/**
* Holds the value for 2 to the power of 64 (2^64 = 18446744073709551616). This number cannot be accurately represented as a double-precision floating point whole number as it is greater than Kiwi.Utils.GameMath.B_53. It is represented as 18446744073709552000 in memory.
* @property B_64
* @type number
* @default 18446744073709551616
* @static
* @final
* @public
*/
public static B_64: number = 18446744073709551616;//2^64 !!NOTE!! Not accurate see B_53
/**
* Holds the value for the fraction 1 / 3 as a number.
* @property ONE_THIRD
* @type number
* @default 0.333333333333333333333333333333333
* @static
* @final
* @public
*/
public static ONE_THIRD: number = 0.333333333333333333333333333333333; // 1.0/3.0;
/**
* Holds the value for the fraction 2 / 3 as a number.
* @property TWO_THIRDS
* @type number
* @default 0.666666666666666666666666666666666
* @static
* @final
* @public
*/
public static TWO_THIRDS: number = 0.666666666666666666666666666666666; // 2.0/3.0;
/**
* Holds the value for the fraction 1 / 6 as a number
* @property ONE_SIXTH
* @type number
* @default 0.166666666666666666666666666666666
* @static
* @final
* @public
*/
public static ONE_SIXTH: number = 0.166666666666666666666666666666666; // 1.0/6.0;
/**
* Holds the value of cos(pi / 3). This is the length of the shortest side of a triangle with angles in degrees 30, 60, and 90.
* @property COS_PI_3
* @type number
* @default 0.86602540378443864676372317075294
* @static
* @final
* @public
*/
public static COS_PI_3: number = 0.86602540378443864676372317075294;//COS( PI / 3 )
/**
* Holds the value of sin(2 * pi / 3). This is the length of the second-shortest side of a triangle with andles in degrees 30, 60, and 90.
* @property SIN_2PI_3
* @type number
* @default 0.03654595
* @static
* @final
* @public
*/
public static SIN_2PI_3: number = 0.03654595;// SIN( 2*PI/3 )
/**
* Holds the value for 4 * (Math.sqrt(2) - 1) / 3.0 (approximately 0.5522847).
*
* This is useful for making circular arcs with Bezier curves. For an arc segment of 90 degrees (PI / 2 radians) or less, you can construct a nice approximation using CIRCLE_ALPHA. If the magic number k = CIRCLE_ALPHA, construct an arc using the following points: [1,0], [1,k], [k,1], [0,1].
*
* For angles that are smaller by scale n, scale k by n, and displace k along tangents of the arc. For more information, see this article by Hans Muller: http://hansmuller-flex.blogspot.com/2011/04/approximating-circular-arc-with-cubic.html
* @property CIRCLE_ALPHA
* @type number
* @default 0.5522847498307933984022516322796
* @static
* @final
* @public
*/
public static CIRCLE_ALPHA: number = 0.5522847498307933984022516322796; //4*(Math.sqrt(2)-1)/3.0;
/**
* A boolean that is true.
* @property ON
* @type boolean
* @default true
* @static
* @final
* @public
*/
public static ON: boolean = true;
/**
* A boolean that is false.
* @property OFF
* @type boolean
* @default false
* @static
* @final
* @public
*/
public static OFF: boolean = false;
/**
* Maximum relative error for integers.
* @property SHORT_EPSILON
* @type number
* @default 0.1
* @static
* @final
* @public
*/
public static SHORT_EPSILON: number = 0.1;//round integer epsilon
/**
* Maximum relative error for percentages (where 1% == 0.01).
* @property PERC_EPSILON
* @type number
* @default 0.001
* @static
* @final
* @public
*/
public static PERC_EPSILON: number = 0.001;//percentage epsilon
/**
* Average relative error for single float values.
* @property EPSILON
* @type number
* @default 0.0001
* @static
* @final
* @public
*/
public static EPSILON: number = 0.0001;//single float average epsilon
/**
* Maximum relative error for 8-digit decimal values.
* @property LONG_EPSILON
* @type number
* @default 0.00000001
* @static
* @final
* @public
*/
public static LONG_EPSILON: number = 0.00000001;//arbitrary 8 digit epsilon
/**
* Computes the maximum relative error for this machine.
* @method computeMachineEpsilon
* @return {Number}
* @static
* @public
*/
public static computeMachineEpsilon(): number {
// Machine epsilon ala Eispack
var fourThirds: number = 4.0 / 3.0;
var third: number = fourThirds - 1.0;
var one: number = third + third + third;
return Math.abs(1.0 - one);
}
/**
* Computes whether two numbers are identical to the limits of the computer's precision, as specified by the epsilon value.
* @method fuzzyEqual
* @param a {number}
* @param b {number}
* @param [epsilon=0.0001] {number}
* @return {boolean}
* @static
* @public
*/
public static fuzzyEqual(a: number, b: number, epsilon: number = 0.0001): boolean {
return Math.abs(a - b) < epsilon;
}
/**
* Computes whether the first parameter is less than the second parameter, to the limits of the computer's precision, as specified by the epsilon value.
* @method fuzzyLessThan
* @param a {number}
* @param b {number}
* @param [epsilon=0.0001] {number}
* @return {boolean}
* @static
* @public
*/
public static fuzzyLessThan(a: number, b: number, epsilon: number = 0.0001): boolean {
return a < b + epsilon;
}
/**
* Computes whether the first parameter is greater than the second parameter, to the limits of the computer's precision, as specified by the epsilon value.
* @method fuzzyGreaterThan
* @param a {number}
* @param b {number}
* @param [epsilon=0.0001] {number}
* @return {boolean}
* @static
* @public
*/
public static fuzzyGreaterThan(a: number, b: number, epsilon: number = 0.0001): boolean {
return a > b - epsilon;
}
/**
* Computes the integer ceiling of the first parameter, minus a rounding margin defined by epsilon.
* @method fuzzyCeil
* @param val {number}
* @param [epsilon=0.0001] {number}
* @return {Number}
* @static
* @public
*/
public static fuzzyCeil(val: number, epsilon: number = 0.0001): number {
return Math.ceil(val - epsilon);
}
/**
* Computes the integer floor of the first parameter, plus a rounding margin defined by epsilon.
* @method fuzzyFloor
* @param val {number}
* @param [epsilion=0.0001] {number}
* @return {Number}
* @static
* @public
*/
public static fuzzyFloor(val: number, epsilon: number = 0.0001): number {
return Math.floor(val + epsilon);
}
/**
* Computes the mean of any number of parameters. For example, average(1,2,3) returns 2.
* @method average
* @param [args]* {Any[]}
* @return {Number}
* @static
* @public
*/
public static average(...args: any[]): number {
var avg: number = 0;
for (var i = 0; i < args.length; i++)
{
avg += args[i];
}
return avg / args.length;
}
/**
* Computes whether value and target are sufficiently close as to be within the computer's margin of error, as defined by epsilon. Returns the target if they are sufficiently close; returns the value if they are not.
*
* In other words, slam prevents the target from exceeding epsilon.
* @method slam
* @param value {number}
* @param target {number}
* @param [epsilon=0.0001] {number}
* @return {Number}
* @static
* @public
*/
public static slam(value: number, target: number, epsilon: number = 0.0001): number {
return (Math.abs(value - target) < epsilon) ? target : value;
}
/**
* Ratio of value to a range.
* @method percentageMinMax
* @param val {number}
* @param max {number}
* @param [min=0] {number}
* @return {number}
* @static
* @public
*/
public static percentageMinMax(val: number, max: number, min: number = 0): number {
val -= min;
max -= min;
if (!max) return 0;
else return val / max;
}
/**
* A value representing the sign of the value.
* -1 for negative, +1 for positive, 0 if value is 0
* @method sign
* @param n {number}
* @return {number}
* @static
* @public
*/
public static sign(n: number): number {
if (n) return n / Math.abs(n);
else return 0;
}
/**
* Truncates a value by removing all decimal data.
* @method truncate
* @param n {number}
* @return {number}
* @static
* @public
*/
public static truncate(n: number): number {
return (n > 0) ? Math.floor(n) : Math.ceil(n);
}
/**
* Removes all non-decimal data from the value.
* @method shear
* @param n {number}
* @return {number}
* @static
* @public
*/
public static shear(n: number): number {
return n % 1;
}
/**
* Wrap a value around a range, similar to modulus with a floating minimum
* @method wrap
* @param val {number}
* @param max {number}
* @param [min=0] {number}
* @return {number}
* @static
* @public
*/
public static wrap(val: number, max: number, min: number = 0): number {
val -= min;
max -= min;
if (max == 0) return min;
val %= max;
val += min;
while (val < min)
val += max;
return val;
}
/**
* Arithmetic version of wrap.
* @method arithWrap
* @param val {number}
* @param max {number}
* @param [min=0] {number}
* @return {number}
* @static
* @public
*/
public static arithWrap(value: number, max: number, min: number = 0): number {
max -= min;
if (max == 0) return min;
return value - max * Math.floor((value - min) / max);
}
/**
* Force a value within the boundaries of two values
* If max < min, min is returned.
* @method clamp
* @param input {number}
* @param max {number}
* @param [min=0] {number}
* @return {number}
* @static
* @public
*/
public static clamp(input: number, max: number, min: number = 0): number {
return Math.max(min, Math.min(max, input));
}
/**
* Snap a value to nearest grid slice, using rounding.
* Example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15
*
* @method snapTo
* @param input {number} The value to snap
* @param gap {number} The interval gap of the grid
* @param [start=0] {number} Optional starting offset for gap
* @return {number}
* @static
* @public
*/
public static snapTo(input: number, gap: number, start: number = 0): number {
if (gap == 0) return input;
input -= start;
input = gap * Math.round(input / gap);
return start + input;
}
/**
* Snap a value to nearest grid slice, using floor.
* Example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
*
* @method snapToFloor
* @param input {number} The value to snap
* @param gap {number} The interval gap of the grid
* @param [start=0] {number} Optional starting offset for gap
* @return {number}
* @static
* @public
*/
public static snapToFloor(input: number, gap: number, start: number = 0): number {
if (gap == 0) return input;
input -= start;
input = gap * Math.floor(input / gap);
return start + input;
}
/**
* Snap a value to nearest grid slice, using ceil.
* Example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20
*
* @method snapToCeil
* @param input {number} The value to snap
* @param gap {number} The interval gap of the grid
* @param [start=0] {number} optional starting offset for gap
* @return {number}
* @static
* @public
*/
public static snapToCeil(input: number, gap: number, start: number = 0): number {
if (gap == 0) return input;
input -= start;
input = gap * Math.ceil(input / gap);
return start + input;
}
/**
* Snaps a value to the nearest value in an array.
* @method snapToInArray
* @param input {number}
* @param arr {number[]}
* @param [sort=true] {boolean}
* @return {number}
* @static
* @public
*/
public static snapToInArray(input: number, arr: number[], sort: boolean = true): number {
if (sort) arr.sort();
if (input < arr[0]) return arr[0];
var i: number = 1;
while (arr[i] < input)
i++;
var low: number = arr[i - 1];
var high: number = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
return ((high - input) <= (input - low)) ? high : low;
}
/**
* Round to some place comparative to a 'base', default is 10 for decimal place.
* 'place' is represented by the power applied to 'base' to get that place
*
* @method roundTo
* @param value {number} The value to round
* @param [place=0] {number} The place to round to
* @param [base=10] {number} The base to round in... default is 10 for decimal
* @return {number}
* @static
* @public
*/
public static roundTo(value: number, place: number = 0, base: number = 10): number {
var p: number = Math.pow(base, -place);
return Math.round(value * p) / p;
}
/*
* E.g.
*
* 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
*
* roundTo(2000/7,3) == 0
* roundTo(2000/7,2) == 300
* roundTo(2000/7,1) == 290
* roundTo(2000/7,0) == 286
* roundTo(2000/7,-1) == 285.7
* roundTo(2000/7,-2) == 285.71
* roundTo(2000/7,-3) == 285.714
* roundTo(2000/7,-4) == 285.7143
* roundTo(2000/7,-5) == 285.71429
*
* roundTo(2000/7,3,2) == 288 -- 100100000
* roundTo(2000/7,2,2) == 284 -- 100011100
* roundTo(2000/7,1,2) == 286 -- 100011110
* roundTo(2000/7,0,2) == 286 -- 100011110
* roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
* roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
*
* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
* because we are rounding 100011.1011011011011011 which rounds up.
*/
/**
* Round down to some place comparative to a 'base', default is 10 for decimal place.
* 'place' is represented by the power applied to 'base' to get that place
* @method floorTo
* @param value {number}
* @param [place=0] {number}
* @param [base=10] {number}
* @return {number}
* @static
* @public
*/
public static floorTo(value: number, place: number = 0, base: number = 10): number {
var p: number = Math.pow(base, -place);
return Math.floor(value * p) / p;
}
/**
* Round down to some place comparative to a 'base', default is 10 for decimal place.
* 'place' is represented by the power applied to 'base' to get that place
* @method ceilTo
* @param value {number}
* @param [place=0] {number}
* @param [base=10] {number}
* @return {number}
* @static
* @public
*/
public static ceilTo(value: number, place: number = 0, base: number = 10): number {
var p: number = Math.pow(base, -place);
return Math.ceil(value * p) / p;
}
/**
* A one dimensional linear interpolation of a value.
* @method interpolateFloat
* @param a {number}
* @param b {number}
* @param weight {number}
* @return {number}
* @static
* @public
*/
public static interpolateFloat(a: number, b: number, weight: number): number {
return (b - a) * weight + a;
}
/**
* Convert radians to degrees
* @method radiansToDegrees
* @param angle {number}
* @return {number}
* @static
* @public
*/
public static radiansToDegrees(angle: number): number {
return angle * GameMath.RAD_TO_DEG;
}
/**
* Convert degrees to radians
* @method degreesToRadians
* @param angle {number}
* @return {number}
* @static
* @public
*/
public static degreesToRadians(angle: number): number {
return angle * GameMath.DEG_TO_RAD;
}
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2 )
* @method angleBetween
* @param x1 {number}
* @param y1 {number}
* @param x2 {number}
* @param y2 {number}
* @return {number}
* @static
* @public
*/
public static angleBetween(x1: number, y1: number, x2: number, y2: number): number {
return Math.atan2(y2 - y1, x2 - x1);
}
/**
* Returns an equivalent angle within the bounds of -PI (inclusive)
* to PI (exclusive).
* @method normalizeAngle
* @param angle {number}
* @param [radians=true] {boolean}
* @return {number}
* @static
* @public
*/
public static normalizeAngle(angle: number, radians: boolean = true): number {
var rd: number = (radians) ? GameMath.PI : 180;
return GameMath.wrap(angle, rd, -rd);
}
/**
* Closest angle between two angles a1 and a2. In other words, the angle
* you must turn to go from facing a1 to facing a2.
* This will be a normalized angle between -PI and PI.
* @method nearestAngleBetween
* @param a1 {number}
* @param a2 {number}
* @param [radians=true] {boolean}
* @return {number}
* @static
* @public
*/
public static nearestAngleBetween(a1: number, a2: number, radians: boolean = true): number {
var rd: number = (radians) ? GameMath.PI : 180;
a1 = GameMath.normalizeAngle(a1, radians);
a2 = GameMath.normalizeAngle(a2, radians);
if (a1 < -rd / 2 && a2 > rd / 2) a1 += rd * 2;
if (a2 < -rd / 2 && a1 > rd / 2) a2 += rd * 2;
return GameMath.normalizeAngle( a2 - a1, radians );
}
/**
* Normalizes independent and then sets dep to the nearest value respective to independent.
* For instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170
* @method normalizeAngleToAnother
* @param dep {number}
* @param ind {number}
* @param [radians=true] {boolean}
* @return {number}
* @static
* @public
*/
public static normalizeAngleToAnother(dep: number, ind: number, radians: boolean = true): number {
return ind + Kiwi.Utils.GameMath.nearestAngleBetween(ind, dep, radians);
}
/**
* Normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent.
* For instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170
* @method normalizeAngleAfterAnother
* @param dep {number}
* @param ind {number}
* @param [radians=true] {boolean}
* @return {number}
* @static
* @public
*/
public static normalizeAngleAfterAnother(dep: number, ind: number, radians: boolean = true): number {
dep = Kiwi.Utils.GameMath.normalizeAngle(dep - ind, radians);
return ind + dep;
}
/**
* Normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent.
* For instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190
* @method normalizeAngleBeforeAnother
* @param dep {number}
* @param ind {number}
* @param [radians=true] {boolean}
* @return {number}
* @static
* @public
*/
public static normalizeAngleBeforeAnother(dep: number, ind: number, radians: boolean = true): number {
dep = Kiwi.Utils.GameMath.normalizeAngle(ind - dep, radians);
return ind - dep;
}
/**
* Interpolate across the shortest arc between two angles.
* @method interpolateAngles
* @param a1 {number}
* @param a2 {number}
* @param weight {number}
* @param [radians=true] {boolean}
* @param [ease=null] {any}
* @return {number}
* @static
* @public
*/
public static interpolateAngles(a1: number, a2: number, weight: number, radians: boolean = true, ease = null): number {
a1 = Kiwi.Utils.GameMath.normalizeAngle(a1, radians);
a2 = Kiwi.Utils.GameMath.normalizeAngleToAnother(a2, a1, radians);
return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : Kiwi.Utils.GameMath.interpolateFloat(a1, a2, weight);
}
/**
* Compute the logarithm of any value of any base.
* A logarithm is the exponent that some constant (base) would have to be raised to
* to be equal to value.
* @method logBaseOf
* @param value {number}
* @param base {number}
* @return {number}
* @static
* @public
*/
public static logBaseOf(value: number, base: number): number {
return Math.log(value) / Math.log(base);
}
/*
* i.e.
* 4 ^ x = 16
* can be rewritten as to solve for x
* logB4(16) = x
* which with this function would be
* LoDMath.logBaseOf(16,4)
*
* which would return 2, because 4^2 = 16
*/
/**
* Greatest Common Denominator using Euclid's algorithm.
* @method GCD
* @param m {number}
* @param n {number}
* @return {number}
* @static
* @public
*/
public static GCD(m: number, n: number): number {
var r: number;
//make sure positive, GCD is always positive
m = Math.abs(m);
n = Math.abs(n);
//m must be >= n
if (m < n)
{
r = m;
m = n;
n = r;
}
//now start loop
while (true)
{
r = m % n;
if (!r) return n;
m = n;
n = r;
}
return 1;
}
/**
* Lowest Common Multiple
* @method LCM
* @param m {number}
* @param n {number}
* @return {number}
* @static
* @public
*/
public static LCM(m: number, n: number): number {
return (m * n) / Kiwi.Utils.GameMath.GCD(m, n);
}
/**
* Factorial - N! Simple product series. By definition:
* 0! == 1
* @method factorial
* @param value {number}
* @return {number}
* @static
* @public
*/
public static factorial(value: number): number {
if (value == 0) return 1;
var res: number = value;
while (--value)
{
res *= value;
}
return res;
}
/**
* Gamma function. Defined: gamma(N) == (N - 1)!
* @method gammaFunction
* @param value {number}
* @return {number}
* @static
* @public
*/
public static gammaFunction(value: number): number {
return Kiwi.Utils.GameMath.factorial(value - 1);
}
/**
* Falling factorial. Defined: (N)! / (N - x)!
* Written subscript: (N)x OR (base)exp
* @method fallingFactorial
* @param base {number}
* @param exp {number}
* @return {number}
* @static
* @public
*/
public static fallingFactorial(base: number, exp: number): number {
return Kiwi.Utils.GameMath.factorial(base) / Kiwi.Utils.GameMath.factorial(base - exp);
}
/**
* Rising factorial. Defined: (N + x - 1)! / (N - 1)!
* Written superscript N^(x) OR base^(exp)
* @method risingFactorial
* @param base {number}
* @param exp {number}
* @return {number}
* @static
* @public
*/
public static risingFactorial(base: number, exp: number): number {
//expanded from gammaFunction for speed
return Kiwi.Utils.GameMath.factorial(base + exp - 1) / Kiwi.Utils.GameMath.factorial(base - 1);
}
/**
* Binomial coefficient.
* @method binCoef
* @param n {number}
* @param k {number}
* @return {number}
* @static
* @public
*/
public static binCoef(n: number, k: number): number {
return Kiwi.Utils.GameMath.fallingFactorial(n, k) / Kiwi.Utils.GameMath.factorial(k);
}
/*
* defined: N! / (k!(N-k)!)
* reduced: N! / (N-k)! == (N)k (fallingfactorial)
* reduced: (N)k / k!
*/
/**
* Rising binomial coefficient.
* As one can notice in the analysis of binCoef(...) that
* binCoef is the (N)k divided by k!. Similarly rising binCoef
* is merely N^(k) / k!
* @method risingBinCoef
* @param n {number}
* @param k {number}
* @return {number}
* @static
* @public
*/
public static risingBinCoef(n: number, k: number): number {
return Kiwi.Utils.GameMath.risingFactorial(n, k) / Kiwi.Utils.GameMath.factorial(k);
}
/**
* Generate a random boolean result based on the chance value.
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
*
* @method changeRoll
* @param [chance=50] {number} The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%)
* @return {boolean} true if the roll passed, or false
* @static
* @public
*/
public static chanceRoll(chance: number = 50): boolean {
if (chance <= 0)
{
return false;
}
else if (chance >= 100)
{
return true;
}
else
{
if (Math.random() * 100 >= chance)
{
return false;
}
else
{
return true;
}
}
}
/**
* Adds the given amount to the value, but never lets the value go over the specified maximum.
*
* @method maxAdd
* @param value {number} The value to add the amount to
* @param amount {number} The amount to add to the value
* @param max {number} The maximum the value is allowed to be
* @return {number}
* @static
* @public
*/
public static maxAdd(value: number, amount: number, max: number): number {
value += amount;
if (value > max)
{
value = max;
}
return value;
}
/**
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
*
* @method minSub
* @param value {number} The base value
* @param amount {number} The amount to subtract from the base value
* @param min {number} The minimum the value is allowed to be
* @return {number}
* @static
* @public
*/
public static minSub(value: number, amount: number, min: number): number {
value -= amount;
if (value < min)
{
value = min;
}
return value;
}
/**
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
* Values must be positive integers, and are passed through Math.abs
*
* @method wrapValue
* @param value {number} The value to add the amount to
* @param amount {number} The amount to add to the value
* @param max {number} The maximum the value is allowed to be
* @return {number} The wrapped value
* @static
* @public
*/
public static wrapValue(value: number, amount: number, max: number): number {
var diff: number;
value = Math.abs(value);
amount = Math.abs(amount);
max = Math.abs(max);
diff = (value + amount) % max;
return diff;
}
/**
* Randomly returns either a 1 or -1
* @method randomSign
* @return {number} Either 1 or -1.
* @static
* @public
*/
public static randomSign(): number {
return (Math.random() > 0.5) ? 1 : -1;
}
/**
* Returns true if the number given is odd.
* @method isOdd
* @param n {number} The number to check
* @return {boolean} True if the given number is odd. False if the given number is even.
* @static
* @public
*/
public static isOdd(n: number): boolean {
if (n & 1)
{
return true;
}
else
{
return false;
}
}
/**
* Returns true if the number given is even.
* @method isEven
* @param n {number} The number to check
* @return {boolean} True if the given number is even. False if the given number is odd.
* @static
* @public
*/
public static isEven(n: number): boolean {
if (n & 1)
{
return false;
}
else
{
return true;
}
}
/**
* Keeps an angle value between -180 and +180.
* Should be called whenever the angle is updated on the Sprite to stop it from going insane.
* @method wrapAngle
* @param angle {number} The angle value to check
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
* @static
* @public
*/
public static wrapAngle(angle: number): number {
var result: number = angle;
// Nothing needs to change
if (angle >= -180 && angle <= 180)
{
return angle;
}
// Else normalise it to -180, 180
result = (angle + 180) % 360;
if (result < 0)
{
result += 360;
}
return result - 180;
}
/**
* Keeps an angle value between the given min and max values.
* @method angleLimit
* @param angle {number} The angle value to check. Must be between -180 and +180
* @param min {number} The minimum angle that is allowed (must be -180 or greater)
* @param max {number} The maximum angle that is allowed (must be 180 or less)
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
* @static
* @public
*/
public static angleLimit(angle: number, min: number, max: number): number {
var result: number = angle;
if (angle > max)
{
result = max;
}
else if (angle < min)
{
result = min;
}
return result;
}
/**
* Interpolates between neighbouring values in an array using linear interpolation only. For example, linearInterpolation( [ 1,5,4 ], 0.5 ) = 5, and linearInterpolation( [ 1, 2 ], 0.3 ) = 1.3.
* @method linearInterpolation
* @param v {Array} An array of values through which to interpolate
* @param k {number} The position to interpolate, in the range 0-1
* @return {number}
* @static
* @public
*/
public static linearInterpolation(v, k):number {
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
if (k < 0) return Kiwi.Utils.GameMath.linear(v[0], v[1], f);
if (k > 1) return Kiwi.Utils.GameMath.linear(v[m], v[m - 1], m - f);
return Kiwi.Utils.GameMath.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
}
/**
* Interpolates between values in an array using Bezier curves. This treats the values in the array as control points on a spline. Unlike Catmull-Rom splines, the value is not guaranteed to intersect precisely with these points.
* @method bezierInterpolation
* @param v {Array} An array of values through which to interpolate
* @param k {number} The position to interpolate, in the range 0-1
* @return {number}
* @static
* @public
*/
public static bezierInterpolation(v, k):number {
var b = 0;
var n = v.length - 1;
for (var i = 0; i <= n; i++)
{
b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * Kiwi.Utils.GameMath.bernstein(n, i);
}
return b;
}
/**
* Interpolates between values in an array using Catmull-Rom splines. This treats the values in the array as control points on a spline. Unlike Bezier curves, the value will intersect with every point in the array.
* @method catmullRomInterpolation
* @param v {Array} An array of values through which to interpolate
* @param k {Number} The position to interpolate, in the range 0-1
* @return {number}
* @static
* @public
*/
public static catmullRomInterpolation(v, k):number {
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
if (v[0] === v[m])
{
if (k < 0) i = Math.floor(f = m * (1 + k));
return Kiwi.Utils.GameMath.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
}
else
{
if (k < 0) return v[0] - (Kiwi.Utils.GameMath.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
if (k > 1) return v[m] - (Kiwi.Utils.GameMath.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
return Kiwi.Utils.GameMath.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
}
}
/**
* Simple linear interpolation, identical to interpolateFloat.
* @method linear
* @param {Any} p0
* @param {Any} p1
* @param {Any} t
* @return {number}
* @static
* @public
*/
public static linear(p0, p1, t):number {
return (p1 - p0) * t + p0;
}
/**
* Bernstein polynomial for constructing Bezier curves. Returns n! / i! / (n-i)!
* @method bernstein
* @param {Any} n
* @param {Any} i
* @return {number}
* @static
* @public
*/
public static bernstein(n, i) :number {
return Kiwi.Utils.GameMath.factorial(n) / Kiwi.Utils.GameMath.factorial(i) / Kiwi.Utils.GameMath.factorial(n - i);
}
/**
* Function used to construct a Catmull-Rom interpolation: see catmullRomInterpolation()
* @method catmullRom
* @param {Any} p0
* @param {Any} p1
* @param {Any} p2
* @param {Any} p3
* @param {Any} t
* @return {number}
* @static
* @public
*/
public static catmullRom(p0, p1, p2, p3, t) {
var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
}
/**
* Returns the difference between a and b.
* @method difference
* @param a {number}
* @param b {number}
* @return {number}
* @static
* @public
*/
public static difference(a: number, b: number): number {
return Math.abs(a - b);
}
}
}