forked from phaserjs/phaser
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathMath.js
More file actions
866 lines (663 loc) · 20.7 KB
/
Copy pathMath.js
File metadata and controls
866 lines (663 loc) · 20.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
Phaser.Math = {
PI2: Math.PI * 2,
fuzzyEqual: function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.abs(a - b) < epsilon;
},
fuzzyLessThan: function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return a < b + epsilon;
},
fuzzyGreaterThan: function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return a > b - epsilon;
},
fuzzyCeil: function (val, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.ceil(val - epsilon);
},
fuzzyFloor: function (val, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.floor(val + epsilon);
},
average: function () {
var args = [];
for (var _i = 0; _i < (arguments.length - 0); _i++) {
args[_i] = arguments[_i + 0];
}
var avg = 0;
for (var i = 0; i < args.length; i++) {
avg += args[i];
}
return avg / args.length;
},
truncate: function (n) {
return (n > 0) ? Math.floor(n) : Math.ceil(n);
},
shear: function (n) {
return n % 1;
},
/**
* 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
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
*/
snapTo: function (input, gap, start) {
if (typeof start === "undefined") { start = 0; }
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
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
*/
snapToFloor: function (input, gap, start) {
if (typeof start === "undefined") { start = 0; }
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
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
*/
snapToCeil: function (input, gap, start) {
if (typeof start === "undefined") { start = 0; }
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.
*/
snapToInArray: function (input, arr, sort) {
if (typeof sort === "undefined") { sort = true; }
if (sort) {
arr.sort();
}
if (input < arr[0]) {
return arr[0];
}
var i = 1;
while (arr[i] < input) {
i++;
}
var low = arr[i - 1];
var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
return ((high - input) <= (input - low)) ? high : low;
},
/**
* roundTo 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
*
* @param value - the value to round
* @param place - the place to round to
* @param base - the base to round in... default is 10 for decimal
*
* 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.
*/
roundTo: function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
if (typeof base === "undefined") { base = 10; }
var p = Math.pow(base, -place);
return Math.round(value * p) / p;
},
floorTo: function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
if (typeof base === "undefined") { base = 10; }
var p = Math.pow(base, -place);
return Math.floor(value * p) / p;
},
ceilTo: function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
if (typeof base === "undefined") { base = 10; }
var p = Math.pow(base, -place);
return Math.ceil(value * p) / p;
},
/**
* a one dimensional linear interpolation of a value.
*/
interpolateFloat: function (a, b, weight) {
return (b - a) * weight + a;
},
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2 )
*/
angleBetween: function (x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
},
/**
* set an angle within the bounds of -PI to PI
*/
normalizeAngle: function (angle, radians) {
if (typeof radians === "undefined") { radians = true; }
var rd = (radians) ? GameMath.PI : 180;
return this.wrap(angle, rd, -rd);
},
/**
* closest angle between two angles from a1 to a2
* absolute value the return for exact angle
*/
nearestAngleBetween: function (a1, a2, radians) {
if (typeof radians === "undefined") { radians = true; }
var rd = (radians) ? GameMath.PI : 180;
a1 = this.normalizeAngle(a1, radians);
a2 = this.normalizeAngle(a2, radians);
if (a1 < -rd / 2 && a2 > rd / 2)
{
a1 += rd * 2;
}
if (a2 < -rd / 2 && a1 > rd / 2)
{
a2 += rd * 2;
}
return a2 - a1;
},
/**
* interpolate across the shortest arc between two angles
*/
interpolateAngles: function (a1, a2, weight, radians, ease) {
if (typeof radians === "undefined") { radians = true; }
if (typeof ease === "undefined") { ease = null; }
a1 = this.normalizeAngle(a1, radians);
a2 = this.normalizeAngleToAnother(a2, a1, radians);
return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight);
},
/**
* Generate a random bool result based on the chance value
* <p>
* 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.
* </p>
* @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%)
* @return true if the roll passed, or false
*/
chanceRoll: function (chance) {
if (typeof chance === "undefined") { chance = 50; }
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
*
* @param value The value to add the amount to
* @param amount The amount to add to the value
* @param max The maximum the value is allowed to be
* @return The new value
*/
maxAdd: function (value, amount, max) {
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
*
* @param value The base value
* @param amount The amount to subtract from the base value
* @param min The minimum the value is allowed to be
* @return The new value
*/
minSub: function (value, amount, min) {
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.
* <p>Values must be positive integers, and are passed through Math.abs</p>
*
* @param value The value to add the amount to
* @param amount The amount to add to the value
* @param max The maximum the value is allowed to be
* @return The wrapped value
*/
wrapValue: function (value, amount, max) {
var diff;
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
*
* @return 1 or -1
*/
randomSign: function () {
return (Math.random() > 0.5) ? 1 : -1;
},
/**
* Returns true if the number given is odd.
*
* @param n The number to check
*
* @return True if the given number is odd. False if the given number is even.
*/
isOdd: function (n) {
return (n & 1);
},
/**
* Returns true if the number given is even.
*
* @param n The number to check
*
* @return True if the given number is even. False if the given number is odd.
*/
isEven: function (n) {
if (n & 1)
{
return false;
}
else
{
return true;
}
},
/**
* Significantly faster version of Math.max
* See http://jsperf.com/math-s-min-max-vs-homemade/5
*
* @return The highest value from those given.
*/
max: function () {
for (var i = 1, max = 0, len = arguments.length; i < len; i++)
{
if (arguments[max] < arguments[i]) {
max = i;
}
}
return arguments[max];
},
/**
* Significantly faster version of Math.min
* See http://jsperf.com/math-s-min-max-vs-homemade/5
*
* @return The lowest value from those given.
*/
min: function () {
for (var i =1 , min = 0, len = arguments.length; i < len; i++)
{
if (arguments[i] < arguments[min]){
min = i;
}
}
return arguments[min];
},
/**
* Keeps an angle value between -180 and +180<br>
* Should be called whenever the angle is updated on the Sprite to stop it from going insane.
*
* @param angle The angle value to check
*
* @return The new angle value, returns the same as the input angle if it was within bounds
*/
wrapAngle: function (angle) {
var result = 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
*
* @param angle The angle value to check. Must be between -180 and +180
* @param min The minimum angle that is allowed (must be -180 or greater)
* @param max The maximum angle that is allowed (must be 180 or less)
*
* @return The new angle value, returns the same as the input angle if it was within bounds
*/
angleLimit: function (angle, min, max) {
var result = angle;
if(angle > max) {
result = max;
} else if(angle < min) {
result = min;
}
return result;
},
/**
* @method linearInterpolation
* @param {Any} v
* @param {Any} k
* @public
*/
linearInterpolation: function (v, k) {
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
if(k < 0) {
return this.linear(v[0], v[1], f);
}
if(k > 1) {
return this.linear(v[m], v[m - 1], m - f);
}
return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
},
/**
* @method bezierInterpolation
* @param {Any} v
* @param {Any} k
* @public
*/
bezierInterpolation: function (v, k) {
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] * this.bernstein(n, i);
}
return b;
},
/**
* @method catmullRomInterpolation
* @param {Any} v
* @param {Any} k
* @public
*/
catmullRomInterpolation: function (v, k) {
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 this.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] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
}
if(k > 1) {
return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
}
return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
}
},
/**
* @method Linear
* @param {Any} p0
* @param {Any} p1
* @param {Any} t
* @public
*/
linear: function (p0, p1, t) {
return (p1 - p0) * t + p0;
},
/**
* @method bernstein
* @param {Any} n
* @param {Any} i
* @public
*/
bernstein: function (n, i) {
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
},
/**
* @method catmullRom
* @param {Any} p0
* @param {Any} p1
* @param {Any} p2
* @param {Any} p3
* @param {Any} t
* @public
*/
catmullRom: function (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;
},
difference: function (a, b) {
return Math.abs(a - b);
},
/**
* Fetch a random entry from the given array.
* Will return null if random selection is missing, or array has no entries.
*
* @param objects An array of objects.
* @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param length Optional restriction on the number of values you want to randomly select from.
*
* @return The random object that was selected.
*/
getRandom: function (objects, startIndex, length) {
if (typeof startIndex === "undefined") { startIndex = 0; }
if (typeof length === "undefined") { length = 0; }
if (objects != null) {
var l = length;
if ((l == 0) || (l > objects.length - startIndex))
{
l = objects.length - startIndex;
}
if (l > 0)
{
return objects[startIndex + Math.floor(Math.random() * l)];
}
}
return null;
},
/**
* Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
*
* @param Value Any number.
*
* @return The rounded value of that number.
*/
floor: function (value) {
var n = value | 0;
return (value > 0) ? (n) : ((n != value) ? (n - 1) : (n));
},
/**
* Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
*
* @param Value Any number.
*
* @return The rounded value of that number.
*/
ceil: function (value) {
var n = value | 0;
return (value > 0) ? ((n != value) ? (n + 1) : (n)) : (n);
},
/**
* Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
* <p>
* The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function
* you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time.
* </p>
* @param length The length of the wave
* @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param frequency The frequency of the sine and cosine table data
* @return Returns the sine table
* @see getSinTable
* @see getCosTable
*/
sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {
if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; }
if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; }
if (typeof frequency === "undefined") { frequency = 1.0; }
var sin = sinAmplitude;
var cos = cosAmplitude;
var frq = frequency * Math.PI / length;
var cosTable = [];
var sinTable = [];
for (var c = 0; c < length; c++) {
cos -= sin * frq;
sin += cos * frq;
cosTable[c] = cos;
sinTable[c] = sin;
}
return { sin: sinTable, cos: cosTable };
},
/**
* Removes the top element from the stack and re-inserts it onto the bottom, then returns it.
* The original stack is modified in the process.
* This effectively moves the position of the data from the start to the end of the table.
* @return The value.
*/
shift: function (stack) {
var s = stack.shift();
stack.push(s);
return s;
},
/**
* Shuffles the data in the given array into a new order
* @param array The array to shuffle
* @return The array
*/
shuffleArray: function (array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
},
/**
* Returns the distance between the two given set of coordinates.
* @method distance
* @param {Number} x1
* @param {Number} y1
* @param {Number} x2
* @param {Number} y2
* @return {Number} The distance between this Point object and the destination Point object.
**/
distance: function (x1, y1, x2, y2) {
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
},
distanceRounded: function (x1, y1, x2, y2) {
return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
},
/**
* force a value within the boundaries of two values
*
* Clamp value to range <a, b>
*/
clamp: function ( x, a, b ) {
return ( x < a ) ? a : ( ( x > b ) ? b : x );
},
// Clamp value to range <a, inf)
clampBottom: function ( x, a ) {
return x < a ? a : x;
},
// Linear mapping from range <a1, a2> to range <b1, b2>
mapLinear: function ( x, a1, a2, b1, b2 ) {
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
},
// http://en.wikipedia.org/wiki/Smoothstep
smoothstep: function ( x, min, max ) {
if ( x <= min ) return 0;
if ( x >= max ) return 1;
x = ( x - min )/( max - min );
return x*x*(3 - 2*x);
},
smootherstep: function ( x, min, max ) {
if ( x <= min ) return 0;
if ( x >= max ) return 1;
x = ( x - min )/( max - min );
return x*x*x*(x*(x*6 - 15) + 10);
},
/**
* a value representing the sign of the value.
* -1 for negative, +1 for positive, 0 if value is 0
*/
sign: function ( x ) {
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
},
degToRad: function() {
var degreeToRadiansFactor = Math.PI / 180;
return function ( degrees ) {
return degrees * degreeToRadiansFactor;
};
}(),
radToDeg: function() {
var radianToDegreesFactor = 180 / Math.PI;
return function ( radians ) {
return radians * radianToDegreesFactor;
};
}()
};