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103 lines
2.5 KiB
Beef
103 lines
2.5 KiB
Beef
using System;
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namespace GlitchyEngine.Math
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{
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public static class MathHelper
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{
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/// An optimal representation of π.
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public const float Pi = 3.141592654f;
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/// An optimal representation of 2*π.
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public const float TwoPi = 6.283185307f;
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/// An optimal representation of 1/π.
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public const float OneOverPi = 0.318309886f;
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/// An optimal representation of 2/π.
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public const float OneOverTwoPi = 0.159154943f;
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/// An optimal representation of π/2.
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public const float PiOverTwo = 1.570796327f;
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/// An optimal representation of π/4.
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public const float PiOverFour = 0.785398163f;
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/// Converts radians to degrees
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public const float RadToDeg = 180.0f / Pi;
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/// Converts radians to degrees
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public const float DegToRad = Pi / 180.0f;
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// Converts the given radians to degrees
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public static float ToDegrees(float radians)
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{
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return radians * RadToDeg;
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}
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// Converts the given radians to degrees
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public static Vector2 ToDegrees(Vector2 radians)
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{
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return radians * RadToDeg;
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}
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// Converts the given radians to degrees
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public static Vector3 ToDegrees(Vector3 radians)
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{
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return radians * RadToDeg;
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}
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// Converts the given radians to degrees
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public static Vector4 ToDegrees(Vector4 radians)
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{
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return radians * RadToDeg;
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}
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// Converts the given degrees to radians
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public static float ToRadians(float degrees)
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{
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return degrees * DegToRad;
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}
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// Converts the given degrees to radians
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public static Vector2 ToRadians(Vector2 degrees)
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{
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return degrees * DegToRad;
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}
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// Converts the given degrees to radians
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public static Vector3 ToRadians(Vector3 degrees)
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{
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return degrees * DegToRad;
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}
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// Converts the given degrees to radians
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public static Vector4 ToRadians(Vector4 degrees)
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{
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return degrees * DegToRad;
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}
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const float epsilon = 0.0000001f;
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public static bool IsZero(float value)
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{
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return Math.Abs(value) < epsilon;
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}
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/// Returns the point that lies on the unit circle at the specified angle.
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public static Vector2 CirclePoint(float angle, float radius = 1.0f)
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{
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return .(Math.Cos(angle), Math.Sin(angle)) * radius;
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}
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public static Vector2 Pow(Vector2 v, float p)
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{
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return Vector2(Math.Pow(v.X, p), Math.Pow(v.Y, p));
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}
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public static Vector3 Pow(Vector3 v, float p)
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{
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return Vector3(Math.Pow(v.X, p), Math.Pow(v.Y, p), Math.Pow(v.Z, p));
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}
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public static Vector4 Pow(Vector4 v, float p)
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{
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return Vector4(Math.Pow(v.X, p), Math.Pow(v.Y, p), Math.Pow(v.Z, p), Math.Pow(v.W, p));
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}
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}
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}
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