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414 lines
17 KiB
414 lines
17 KiB
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local DF = _G["DetailsFramework"]
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if (not DF or not DetailsFrameworkCanLoad) then
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return
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end
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local UnitExists = UnitExists
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local atan2 = math.atan2
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local pi = math.pi
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local abs = math.abs
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local UnitPosition = UnitPosition
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local Clamp = Clamp
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local max = max
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local Lerp = Lerp
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SMALL_FLOAT = 0.000001
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--namespace
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DF.Math = {}
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---@class df_math : table
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---@field GetUnitDistance fun(unitId1: unit, unitId2: unit) : number find distance between two units
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---@field GetPointDistance fun(x1: number, y1: number, x2: number, y2: number) : number find distance between two points
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---@field FindLookAtRotation fun(x1: number, y1: number, x2: number, y2: number) : number find a rotation for an object from a point to another point
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---@field MapRangeClamped fun(inputX: number, inputY: number, outputX: number, outputY: number, value: number) : number find the value scale between two given values. e.g: value of 500 in a range 0-100 result in 10 in a scale for 0-10
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---@field MapRangeUnclamped fun(inputX: number, inputY: number, outputX: number, outputY: number, value: number) : number find the value scale between two given values. e.g: value of 75 in a range 0-100 result in 7.5 in a scale for 0-10
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---@field GetRangePercent fun(minValue: number, maxValue: number, value: number) : number find the normalized percent of the value in the range. e.g range of 200-400 and a value of 250 result in 0.25
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---@field GetRangeValue fun(minValue: number, maxValue: number, percent: number) : number find the value in the range given from a normalized percent. e.g range of 200-400 and a percent of 0.8 result in 360
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---@field GetColorRangeValue fun(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, value: number) : number, number, number find the color value in the range given from a normalized percent. e.g range of 200-400 and a percent of 0.8 result in 360
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---@field GetDotProduct fun(value1: table, value2: table) : number dot product of two 2D Vectors
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---@field GetBezierPoint fun(value: number, point1: table, point2: table, point3: table) : number find a point in a bezier curve
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---@field LerpNorm fun(minValue: number, maxValue: number, value: number) : number normalized value 0-1 result in the value on the range given, e.g 200-400 range with a value of .5 result in 300
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---@field LerpLinearColor fun(deltaTime: number, interpSpeed: number, r1: number, g1: number, b1: number, r2: number, g2: number, b2: number) : number, number, number change the color by the deltaTime
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---@field InvertInRange fun(minValue: number, maxValue: number, value: number) : number invert the value in a range, example: InvertInRange(0, 1, 0.75) return 0.25, InvertInRange(0, 100, 75) return 25, InvertInRange(-1, 1, 0.5) return -0.5, InvertInRange(-3, 1, -0.75) return -2.25
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---@field IsNearlyEqual fun(value1: number, value2: number, tolerance: number) : boolean check if a number is near another number by a tolerance
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---@field IsNearlyZero fun(value: number, tolerance: number) : boolean check if a number is near zero
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---@field IsWithin fun(minValue: number, maxValue: number, value: number, isInclusive: boolean) : boolean check if a number is within a two other numbers, if isInclusive is true, it'll include the max value
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---@field Clamp fun(minValue: number, maxValue: number, value: number) : number dont allow a number ot be lower or bigger than a certain range
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---@field Round fun(num: number, numDecimalPlaces: number) : number cut fractions on a float
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---@field GetObjectCoordinates fun(object: uiobject) : objectcoordinates return the coordinates of the four corners of an object
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---@field MultiplyBy fun(value: number, ...) : ... multiply all the passed values by value.
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---@field MapRangeColor fun(inputX: number, inputY: number, outputX: number, outputY: number, red: number, green: number, blue: number) : number, number, number
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---@field RandomFraction fun(minValue: number, maxValue: number) : number
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---@field GetNinePoints fun(object: uiobject) : df_ninepoints
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---@field GetClosestPoint fun(ninePoints: df_ninepoints, coordinate: df_coordinate) : anchorid
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---@field GetVectorLength fun(vectorX: number, vectorY: number, vectorZ: number?) : number return the magnitude of a vector
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---@field GetSortFractionFromString fun(str: string) : number return a fraction based on the string first two leters, useful for sorting cases where the number repeats
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---@class df_coordinate : table
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---@field x number
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---@field y number
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---@class df_ninepoints : df_coordinate[]
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---@field GetClosestPoint fun(ninePoints: df_ninepoints, coordinate: df_coordinate) : anchorid
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---this function receives a df_ninepoints and a df_coordinate, iterates among the points and return the closest point to the given coordinate
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---@param ninePoints df_ninepoints
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---@param coordinate df_coordinate
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---@return anchorid, number, number, number, number
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function DF.Math.GetClosestPoint(ninePoints, coordinate)
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local closestPoint = 1
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local closestDistance = DF.Math.GetPointDistance(ninePoints[1].x, ninePoints[1].y, coordinate.x, coordinate.y)
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--get the x and y offset from the closest point to the given coordinate
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local offsetX = coordinate.x - ninePoints[1].x
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local offsetY = coordinate.y - ninePoints[1].y
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for i = 2, #ninePoints do
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local distance = DF.Math.GetPointDistance(ninePoints[i].x, ninePoints[i].y, coordinate.x, coordinate.y)
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if (distance < closestDistance) then
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closestDistance = distance
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closestPoint = i
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--updade the offset
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offsetX = coordinate.x - ninePoints[i].x
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offsetY = coordinate.y - ninePoints[i].y
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end
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end
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return closestPoint, offsetX, offsetY, ninePoints[closestPoint].x, ninePoints[closestPoint].y
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end
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---this function receives an object and get the location of the topleft, left, bottomleft, bottom, bottomright, right, topright, top and center points
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---return a table with subtables with x and y values for each point
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---@param object uiobject
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---@return df_ninepoints
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function DF.Math.GetNinePoints(object)
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local centerX, centerY = object:GetCenter()
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local width = object:GetWidth()
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local height = object:GetHeight()
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local halfWidth = width / 2
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local halfHeight = height / 2
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---@type df_ninepoints
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local ninePoints = {
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{x = centerX - halfWidth, y = centerY + halfHeight}, --topleft 1
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{x = centerX - halfWidth, y = centerY}, --left 2
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{x = centerX - halfWidth, y = centerY - halfHeight}, --bottomleft 3
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{x = centerX, y = centerY - halfHeight}, --bottom 4
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{x = centerX + halfWidth, y = centerY - halfHeight}, --bottomright 5
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{x = centerX + halfWidth, y = centerY}, --right 6
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{x = centerX + halfWidth, y = centerY + halfHeight}, --topright 7
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{x = centerX, y = centerY + halfHeight}, --top 8
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{x = centerX, y = centerY}, --center 9
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GetClosestPoint = DF.Math.GetClosestPoint
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}
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--debug
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--[=[
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local f = CreateFrame("frame", nil, UIParent)
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f:SetFrameStrata("TOOLTIP")
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f:SetSize(1, 1)
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f:SetPoint("center", UIParent, "center", 0, 0)
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for i = 1, #ninePoints do
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local point = ninePoints[i]
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local t = f:CreateTexture(nil, "overlay")
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t:SetColorTexture(1, 0, 0, 1)
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t:SetSize(2, 2)
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t:SetPoint("bottomleft", UIParent, "bottomleft", point.x, point.y)
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end
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--]=]
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return ninePoints
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end
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function DF.Math.GetSortFractionFromString(str)
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local name = string.upper(str) .. "ZZ"
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local byte1 = abs(string.byte(name, 2)-91) / 1000000
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return byte1 + abs(string.byte(name, 1)-91) / 10000
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end
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function DF.Math.GetVectorLength(vectorX, vectorY, vectorZ)
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if (not vectorZ) then
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return (vectorX * vectorX + vectorY * vectorY) ^ 0.5
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end
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return (vectorX * vectorX + vectorY * vectorY + vectorZ * vectorZ) ^ 0.5
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end
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---return a random fraction between two values, example: RandomFraction(.2, .3) returns a number between .2 and .3, 0.25, 0.28, 0.21, etc
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function DF.Math.RandomFraction(minValue, maxValue)
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minValue = minValue or 0
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maxValue = maxValue or 1
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return DF.Math.MapRangeClamped(0, 1, minValue, maxValue, math.random())
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end
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---invert the value in a range, example: InvertInRange(0, 1, 0.75) return 0.25, InvertInRange(0, 100, 75) return 25, InvertInRange(-1, 1, 0.5) return -0.5, InvertInRange(-3, 1, -0.75) return -2.25
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function DF.Math.InvertInRange(minValue, maxValue, value)
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return DF.Math.GetRangeValue(minValue, maxValue, 1 - DF.Math.GetRangePercent(minValue, maxValue, value))
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end
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---find distance between two units
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---@param unitId1 string
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---@param unitId2 string
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function DF.Math.GetUnitDistance(unitId1, unitId2)
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if (UnitExists(unitId1) and UnitExists(unitId2)) then
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local u1X, u1Y = UnitPosition(unitId1)
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local u2X, u2Y = UnitPosition(unitId2)
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local dX = u2X - u1X
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local dY = u2Y - u1Y
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return ((dX*dX) + (dY*dY)) ^ .5
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end
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return 0
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end
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function DF.Math.GetPointDistance(x1, y1, x2, y2)
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local dX = x2 - x1
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local dY = y2 - y1
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return ((dX * dX) + (dY * dY)) ^ .5
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end
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function DF.Math.FindLookAtRotation(x1, y1, x2, y2)
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return atan2(y2 - y1, x2 - x1) + pi
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end
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function DF.Math.MapRangeClamped(inputX, inputY, outputX, outputY, value)
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return DF.Math.GetRangeValue(outputX, outputY, Clamp(DF.Math.GetRangePercent(inputX, inputY, value), 0, 1))
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end
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---*Receives a color, the range of the color and a range to map the color to, returns the color in the new range
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---*Example: MapRangeColor(0, 1, 0, 255, 0.5, 0.5, 0.5) returns 127.5, 127.5, 127.5
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---@param inputX number X range of the original color
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---@param inputY number Y range of the original color
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---@param outputX number X range of the new color
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---@param outputY number Y range of the new color
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---@param red number
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---@param green number
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---@param blue number
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---@return number, number, number
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function DF.Math.MapRangeColor(inputX, inputY, outputX, outputY, red, green, blue)
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local newR = DF.Math.MapRangeClamped(inputX, inputY, outputX, outputY, red)
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local newG = DF.Math.MapRangeClamped(inputX, inputY, outputX, outputY, green)
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local newB = DF.Math.MapRangeClamped(inputX, inputY, outputX, outputY, blue)
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return newR, newG, newB
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end
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function DF.Math.MultiplyBy(value, ...)
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local values = {}
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for i = 1, select("#", ...) do
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values[i] = select(i, ...) * value
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end
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return unpack(values)
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end
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function DF.Math.MapRangeUnclamped(inputX, inputY, outputX, outputY, value)
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return DF.Math.GetRangeValue(outputX, outputY, DF.Math.GetRangePercent(inputX, inputY, value))
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end
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function DF.Math.GetRangePercent(minValue, maxValue, value)
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return (value - minValue) / max((maxValue - minValue), SMALL_FLOAT)
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end
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function DF.Math.GetRangeValue(minValue, maxValue, percent)
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return Lerp(minValue, maxValue, percent)
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end
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function DF.Math.GetColorRangeValue(r1, g1, b1, r2, g2, b2, value)
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local newR = DF.Math.LerpNorm(r1, r2, value)
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local newG = DF.Math.LerpNorm(g1, g2, value)
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local newB = DF.Math.LerpNorm(b1, b2, value)
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return newR, newG, newB
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end
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function DF.Math.GetDotProduct(value1, value2)
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return (value1.x * value2.x) + (value1.y * value2.y)
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end
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function DF.Math.GetBezierPoint(value, point1, point2, point3)
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local bP1 = Lerp(point1, point2, value)
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local bP2 = Lerp(point2, point3, value)
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return Lerp(bP1, bP2, value)
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end
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function DF.Math.LerpNorm(minValue, maxValue, value)
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return (minValue + value * (maxValue - minValue))
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end
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function DF.Math.LerpLinearColor(deltaTime, interpSpeed, r1, g1, b1, r2, g2, b2)
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deltaTime = deltaTime * interpSpeed
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local r = r1 + (r2 - r1) * deltaTime
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local g = g1 + (g2 - g1) * deltaTime
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local b = b1 + (b2 - b1) * deltaTime
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return r, g, b
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end
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function DF.Math.IsNearlyEqual(value1, value2, tolerance)
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tolerance = tolerance or SMALL_FLOAT
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return abs(value1 - value2) <= tolerance
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end
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function DF.Math.IsNearlyZero(value, tolerance)
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tolerance = tolerance or SMALL_FLOAT
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return abs(value) <= tolerance
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end
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function DF.Math.IsWithin(minValue, maxValue, value, isInclusive)
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if (isInclusive) then
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return ((value >= minValue) and (value <= maxValue))
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else
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return ((value >= minValue) and (value < maxValue))
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end
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end
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function DF.Math.Clamp(minValue, maxValue, value)
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return value < minValue and minValue or value < maxValue and value or maxValue
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end
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function DF.Math.Round(num, numDecimalPlaces)
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local mult = 10^(numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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--old calls, keeping for compatibility
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function DF:GetDistance_Unit(unit1, unit2)
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return DF.Math.GetUnitDistance(unit1, unit2)
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end
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function DF:GetDistance_Point(x1, y1, x2, y2)
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return DF.Math.GetPointDistance(x1, y1, x2, y2)
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end
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--find a rotation for an object from a point to another point
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function DF:FindLookAtRotation(x1, y1, x2, y2)
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return DF.Math.FindLookAtRotation(x1, y1, x2, y2)
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end
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--find the value scale between two given values. e.g: value of 500 in a range 0-100 result in 10 in a scale for 0-10
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function DF:MapRangeClamped(inputX, inputY, outputX, outputY, value)
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return DF:GetRangeValue(outputX, outputY, Clamp(DF:GetRangePercent(inputX, inputY, value), 0, 1))
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end
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--find the value scale between two given values. e.g: value of 75 in a range 0-100 result in 7.5 in a scale for 0-10
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function DF:MapRangeUnclamped(inputX, inputY, outputX, outputY, value)
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return DF:GetRangeValue(outputX, outputY, DF:GetRangePercent(inputX, inputY, value))
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end
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--find the normalized percent of the value in the range. e.g range of 200-400 and a value of 250 result in 0.25
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function DF:GetRangePercent(minValue, maxValue, value)
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return (value - minValue) / max((maxValue - minValue), SMALL_FLOAT)
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end
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--find the value in the range given from a normalized percent. e.g range of 200-400 and a percent of 0.8 result in 360
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function DF:GetRangeValue(minValue, maxValue, percent)
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return Lerp(minValue, maxValue, percent)
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end
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function DF:GetColorRangeValue(r1, g1, b1, r2, g2, b2, value)
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return DF.Math.GetColorRangeValue(r1, g1, b1, r2, g2, b2, value)
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end
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--dot product of two 2D Vectors
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function DF:GetDotProduct(value1, value2)
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return (value1.x * value2.x) + (value1.y * value2.y)
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end
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function DF:GetBezierPoint(value, point1, point2, point3)
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return DF.Math.GetBezierPoint(value, point1, point2, point3)
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end
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function DF:GetVectorLength(vectorX, vectorY, vectorZ)
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if (not vectorZ) then
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return (vectorX * vectorX + vectorY * vectorY) ^ 0.5
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end
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return (vectorX * vectorX + vectorY * vectorY + vectorZ * vectorZ) ^ 0.5
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end
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--normalized value 0-1 result in the value on the range given, e.g 200-400 range with a value of .5 result in 300
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function DF:LerpNorm(minValue, maxValue, value)
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return (minValue + value * (maxValue - minValue))
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end
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--change the color by the deltaTime
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function DF:LerpLinearColor(deltaTime, interpSpeed, r1, g1, b1, r2, g2, b2)
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return DF.Math.LerpLinearColor(deltaTime, interpSpeed, r1, g1, b1, r2, g2, b2)
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end
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--check if a number is near another number by a tolerance
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function DF:IsNearlyEqual(value1, value2, tolerance)
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tolerance = tolerance or SMALL_FLOAT
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return abs(value1 - value2) <= tolerance
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end
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--check if a number is near zero
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function DF:IsNearlyZero(value, tolerance)
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tolerance = tolerance or SMALL_FLOAT
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return abs(value) <= tolerance
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end
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--check if a number is within a two other numbers, if isInclusive is true, it'll include the max value
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function DF:IsWithin(minValue, maxValue, value, isInclusive)
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if (isInclusive) then
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return ((value >= minValue) and (value <= maxValue))
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else
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return ((value >= minValue) and (value < maxValue))
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end
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end
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--dont allow a number ot be lower or bigger than a certain range
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function DF:Clamp(minValue, maxValue, value)
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return value < minValue and minValue or value < maxValue and value or maxValue
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end
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--from http://lua-users.org/wiki/SimpleRound cut fractions on a float
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function DF:Round(num, numDecimalPlaces)
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local mult = 10^(numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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local BoundingBox = {}
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BoundingBox.CoordinatesData = {
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["topleft"] = {["x"] = 'number', ["y"] = 'number'},
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["topright"] = {["x"] = 'number', ["y"] = 'number'},
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["bottomleft"] = {["x"] = 'number', ["y"] = 'number'},
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["bottomright"] = {["x"] = 'number', ["y"] = 'number'},
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["center"] = {["x"] = 'number', ["y"] = 'number'},
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["width"] = 'number',
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["height"] = 'number',
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}
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---@class objectcoordinates
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---@field topleft {["x"]: number, ["y"]: number}
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---@field topright {["x"]: number, ["y"]: number}
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---@field bottomleft {["x"]: number, ["y"]: number}
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---@field bottomright {["x"]: number, ["y"]: number}
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---@field center {["x"]: number, ["y"]: number}
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---@field width number
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---@field height number
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---@field left number
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---@field right number
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---@field top number
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---@field bottom number
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---return the coordinates of the four corners of an object
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---@param object uiobject
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---@return objectcoordinates
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function DF:GetObjectCoordinates(object)
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local centerX, centerY = object:GetCenter()
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local width = object:GetWidth()
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local height = object:GetHeight()
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local halfWidth = width / 2
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local halfHeight = height / 2
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return {
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["width"] = width,
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["height"] = height,
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["left"] = centerX - halfWidth,
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["right"] = centerX + halfWidth,
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["top"] = centerY + halfHeight,
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["bottom"] = centerY - halfHeight,
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["center"] = {x = centerX, y = centerY},
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["topleft"] = {x = centerX - halfWidth, y = centerY + halfHeight},
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["topright"] = {x = centerX + halfWidth, y = centerY + halfHeight},
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["bottomleft"] = {x = centerX - halfWidth, y = centerY - halfHeight},
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["bottomright"] = {x = centerX + halfWidth, y = centerY - halfHeight},
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}
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end
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function DF:ScaleBack()
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end
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