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XericLibrary-OLD/Runtime/MicroLibrary/MacroMath.cs
2023-11-28 09:20:50 +08:00

432 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.Windows;
namespace XericLibrary.Runtime.MacroLibrary
{
/// <summary>
/// 数学库
/// </summary>
public static partial class MacroMath
{
#region
/// <summary>
/// 获取一个被特定随机数填充的矩阵,这通常是无意义的
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
public static Matrix4x4 RandomMatrix4(float range)
{
return new Matrix4x4(
RandomVector4(range),
RandomVector4(range),
RandomVector4(range),
RandomVector4(range));
}
/// <summary>
/// 获取一个在指定坐标范围内的随机矢量(矩形范围)
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
public static Vector4 RandomVector4(float range)
{
var rand = new System.Random();
range *= 100;
Func<float> GetNextRand = () =>
{
return rand.Next((int)-range, (int)range) * 0.01f;
};
return new Vector4(GetNextRand(), GetNextRand(), GetNextRand(), GetNextRand());
}
/// <summary>
/// 获取一个在指定坐标范围内的随机矢量(矩形范围)
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
public static Vector3 RandomVector3(float range)
{
var rand = new System.Random();
range *= 100;
Func<float> GetNextRand = () =>
{
return rand.Next((int)-range, (int)range) * 0.01f;
};
return new Vector3(GetNextRand(), GetNextRand(), GetNextRand());
}
/// <summary>
/// 获取一个在指定坐标范围内的随机矢量(矩形范围)
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
public static Vector2 RandomVector2(float range)
{
var rand = new System.Random();
range *= 100;
Func<float> GetNextRand = () =>
{
return rand.Next((int)-range, (int)range) * 0.01f;
};
return new Vector2(GetNextRand(), GetNextRand());
}
/// <summary>
/// 哈希后处理
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong MurmurFinalize(ulong index)
{
index ^= index >> 33;
index *= 0xff51afd7ed558ccd;
index ^= index >> 33;
index *= 0xc4ceb9fe1a85ec53;
index ^= index >> 33;
return index;
}
/// <summary>
/// 大范围随机
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong RandomNumber(ulong index)
{
index *= 1103515245;
index += 12345;
index *= 6364136223846793005UL;
index += 1442695040888963407UL;
index %= 18446744073709551615UL;
return index;
}
#endregion
#region
/// <summary>
/// pmod
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int PMod(int a, int b)
{
if(b <= 0)
return 0;
var mod = a % b;
return a < 0 ? (b + mod) % b : mod;
}
/// <summary>
/// pmod
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static double PMod(double a, double b)
{
double z = a % b;
double w = (z < 0) ? -1 : 1;
z = (z < 0) ? -z : z;
if(w < 0)
return b - z;
else
return z;
}
/// <summary>
/// 获取两者的最小值,但不包括负数;
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MinPositive(float a, float b)
=> Math.Min(Math.Max(0, a), Math.Max(0, b));
/// <summary>
/// 获取两者的最小值,但不包括负数;
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int MinPositive(int a, int b)
=> Math.Min(Math.Max(0, a), Math.Max(0, b));
/// <summary>
/// Interpolates t between a and b to a value between 0 and 1 using a Hermite polynomial.
/// </summary>
/// <param name="a">The first value</param>
/// <param name="b">The second value</param>
/// <param name="t">The position value</param>
/// <returns>A smoothed value between 0 and 1</returns>
public static float SmoothStep(float a, float b, float t)
{
t = Mathf.Clamp01((t - a) / (b - a));
return t * t * (3f - 2f * t);
}
/// <summary>
/// Interpolates t between a and b to a value between 0 and 1.
/// </summary>
/// <param name="a">The first value</param>
/// <param name="b">The second value</param>
/// <param name="t">The position value</param>
/// <returns>Linear value between 0 and 1</returns>
public static float LinearStep(float a, float b, float t)
{
return Mathf.Clamp01((t - a) / (b - a));
}
/// <summary>
/// Wraps a value between min and max.
/// </summary>
/// <param name="value">The value to wrap</param>
/// <param name="min">The minimum value</param>
/// <param name="max">The maximum value</param>
/// <returns></returns>
public static double Wrap(double value, double min, double max)
{
double num = max - min;
num = ((num < 0.0) ? (0.0 - num) : num);
if(value < min)
{
return value + num * Math.Ceiling(Math.Abs(value / num));
}
if(value >= max)
{
return value - num * Math.Floor(Math.Abs(value / num));
}
return value;
}
/// <summary>
/// Wraps a value between min and max.
/// </summary>
/// <param name="value">The value to wrap</param>
/// <param name="min">The minimum value</param>
/// <param name="max">The maximum value</param>
/// <returns></returns>
public static float Wrap(float value, float min, float max)
{
float num = max - min;
num = (((double)num < 0.0) ? (0f - num) : num);
if(value < min)
{
return value + num * (float)Math.Ceiling(Math.Abs(value / num));
}
if(value >= max)
{
return value - num * (float)Math.Floor(Math.Abs(value / num));
}
return value;
}
/// <summary>
/// Wraps a value between min and max.
/// </summary>
/// <param name="value">The value to wrap</param>
/// <param name="min">The minimum value</param>
/// <param name="max">The maximum value</param>
/// <returns></returns>
public static int Wrap(int value, int min, int max)
{
int num = max - min;
num = ((num < 0) ? (-num) : num);
if(value < min)
{
return value + num * (Math.Abs(value / num) + 1);
}
if(value >= max)
{
return value - num * Math.Abs(value / num);
}
return value;
}
/// <summary>
/// Rounds a number based on a mininum difference.
/// </summary>
/// <param name="valueToRound">The value to round</param>
/// <param name="minDifference">The min difference</param>
/// <returns>The rounded value.</returns>
public static double RoundBasedOnMinimumDifference(double valueToRound, double minDifference)
{
if(minDifference == 0.0)
{
return DiscardLeastSignificantDecimal(valueToRound);
}
return (float)Math.Round(valueToRound, MacroMath.GetNumberOfDecimalsForMinimumDifference(minDifference), MidpointRounding.AwayFromZero);
}
/// <summary>
/// Discards the least significant demicals.
/// </summary>
/// <param name="v">The value of insignificant decimals</param>
/// <returns>Value with significant decimals</returns>
public static double DiscardLeastSignificantDecimal(double v)
{
int digits = Math.Max(0, (int)(5.0 - Math.Log10(Math.Abs(v))));
try
{
return Math.Round(v, digits);
}
catch(ArgumentOutOfRangeException)
{
return 0.0;
}
}
/// <summary>
/// Clamps and wraps an angle between two values.
/// </summary>
/// <param name="angle"></param>
/// <param name="min"></param>
/// <param name="max"></param>
/// <returns></returns>
public static float ClampWrapAngle(float angle, float min, float max)
{
float num = 360f;
float num2 = min;
float num3 = max;
float num4 = angle;
if(num2 < 0f)
{
num2 = num2 % num + num;
}
if(num3 < 0f)
{
num3 = num3 % num + num;
}
if(num4 < 0f)
{
num4 = num4 % num + num;
}
float num5 = (float)(int)(Math.Abs(min - max) / num) * num;
num3 += num5;
num4 += num5;
if(min > max)
{
num3 += num;
}
if(num4 < num2)
{
num4 = num2;
}
if(num4 > num3)
{
num4 = num3;
}
return num4;
}
/// <summary>
/// 获取最小差值的小数个数
/// </summary>
/// <param name="minDifference"></param>
/// <returns></returns>
public static int GetNumberOfDecimalsForMinimumDifference(double minDifference)
{
return Mathf.Clamp(-Mathf.FloorToInt(Mathf.Log10(Mathf.Abs((float)minDifference))), 0, 15);
}
#endregion
#region
/// <summary>
/// 设置字
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetByteState(ref int target, int site, bool state)
{
if(state)
target |= 1 << site;
else
target &= 0xff - (1 << site);
}
/// <summary>
/// 设置字
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetByteState(ref int target, Enum site, bool state)
{
SetByteState(ref target, Convert.ToInt32(site), state);
}
/// <summary>
/// 检查字
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool GetByteState(int target, int site)
{
return (target >> site & 0x01) > 0;
}
/// <summary>
/// 检查字
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool GetByteState(int target, Enum site)
{
return GetByteState(target, Convert.ToInt32(site));
}
#endregion
#region
/// <summary>
/// 获取被从A到B的值填充的列表
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
public static List<int> GetListFormAToB(int a, int b)
{
var list = new List<int>();
bool way = a > b;
var step = way ? -1 : 1;
for(int i = a; (!way && i <= b) || (way && i >= b); i += step)
list.Add(i);
return list;
}
#endregion
}
}