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local DF = _G["DetailsFramework"]
if (not DF or not DetailsFrameworkCanLoad) then
return
end
local UnitExists = UnitExists
local atan2 = math.atan2
local pi = math.pi
local abs = math.abs
SMALL_FLOAT = 0.000001
--find distance between two players
function DF:GetDistance_Unit(unit1, unit2)
if (UnitExists(unit1) and UnitExists(unit2)) then
local u1X, u1Y = UnitPosition(unit1)
local u2X, u2Y = UnitPosition(unit2)
local dX = u2X - u1X
local dY = u2Y - u1Y
return ((dX*dX) + (dY*dY)) ^ .5
end
return 0
end
--find distance between two points
function DF:GetDistance_Point(x1, y1, x2, y2)
local dx = x2 - x1
local dy = y2 - y1
return ((dx * dx) + (dy * dy)) ^ .5
end
--find a rotation for an object from a point to another point
function DF:FindLookAtRotation(x1, y1, x2, y2)
return atan2 (y2 - y1, x2 - x1) + pi
end
--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
function DF:MapRangeClamped(inputX, inputY, outputX, outputY, value)
return DF:GetRangeValue(outputX, outputY, Clamp(DF:GetRangePercent(inputX, inputY, value), 0, 1))
end
--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
function DF:MapRangeUnclamped(inputX, inputY, outputX, outputY, value)
return DF:GetRangeValue(outputX, outputY, DF:GetRangePercent(inputX, inputY, value))
end
--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
function DF:GetRangePercent(minValue, maxValue, value)
return (value - minValue) / max((maxValue - minValue), SMALL_FLOAT)
end
--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
function DF:GetRangeValue(minValue, maxValue, percent)
return Lerp(minValue, maxValue, percent)
end
function DF:GetColorRangeValue(r1, g1, b1, r2, g2, b2, value)
local newR = DF:LerpNorm(r1, r2, value)
local newG = DF:LerpNorm(g1, g2, value)
local newB = DF:LerpNorm(b1, b2, value)
return newR, newG, newB
end
--dot product of two 2D Vectors
function DF:GetDotProduct(value1, value2)
return (value1.x * value2.x) + (value1.y * value2.y)
end
function DF:GetBezierPoint(value, point1, point2, point3)
local bP1 = Lerp(point1, point2, value)
local bP2 = Lerp(point2, point3, value)
return Lerp(bP1, bP2, value)
end
--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
function DF:LerpNorm(minValue, maxValue, value)
return (minValue + value * (maxValue - minValue))
end
--change the color by the deltaTime
function DF:LerpLinearColor(deltaTime, interpSpeed, r1, g1, b1, r2, g2, b2)
deltaTime = deltaTime * interpSpeed
local r = r1 + (r2 - r1) * deltaTime
local g = g1 + (g2 - g1) * deltaTime
local b = b1 + (b2 - b1) * deltaTime
return r, g, b
end
--check if a number is near another number by a tolerance
function DF:IsNearlyEqual(value1, value2, tolerance)
tolerance = tolerance or SMALL_FLOAT
return abs(value1 - value2) <= tolerance
end
--check if a number is near zero
function DF:IsNearlyZero(value, tolerance)
tolerance = tolerance or SMALL_FLOAT
return abs(value) <= tolerance
end
--check if a number is within a two other numbers, if isInclusive is true, it'll include the max value
function DF:IsWithin(minValue, maxValue, value, isInclusive)
if (isInclusive) then
return ((value >= minValue) and (value <= maxValue))
else
return ((value >= minValue) and (value < maxValue))
end
end
--dont allow a number ot be lower or bigger than a certain range
function DF:Clamp(minValue, maxValue, value)
return value < minValue and minValue or value < maxValue and value or maxValue
end
--from http://lua-users.org/wiki/SimpleRound cut fractions on a float
function DF:Round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
local BoundingBox = {}
BoundingBox.CoordinatesData = {
["topleft"] = {["x"] = 'number', ["y"] = 'number'},
["topright"] = {["x"] = 'number', ["y"] = 'number'},
["bottomleft"] = {["x"] = 'number', ["y"] = 'number'},
["bottomright"] = {["x"] = 'number', ["y"] = 'number'},
["center"] = {["x"] = 'number', ["y"] = 'number'},
["width"] = 'number',
["height"] = 'number',
}
---@class objectcoordinates
---@field topleft {["x"]: number, ["y"]: number}
---@field topright {["x"]: number, ["y"]: number}
---@field bottomleft {["x"]: number, ["y"]: number}
---@field bottomright {["x"]: number, ["y"]: number}
---@field center {["x"]: number, ["y"]: number}
---@field width number
---@field height number
---@field left number
---@field right number
---@field top number
---@field bottom number
---return the coordinates of the four corners of an object
---@param object uiobject
---@return objectcoordinates
function DF:GetObjectCoordinates(object)
local centerX, centerY = object:GetCenter()
local width = object:GetWidth()
local height = object:GetHeight()
local halfWidth = width / 2
local halfHeight = height / 2
return {
["width"] = width,
["height"] = height,
["left"] = centerX - halfWidth,
["right"] = centerX + halfWidth,
["top"] = centerY + halfHeight,
["bottom"] = centerY - halfHeight,
["center"] = {x = centerX, y = centerY},
["topleft"] = {x = centerX - halfWidth, y = centerY + halfHeight},
["topright"] = {x = centerX + halfWidth, y = centerY + halfHeight},
["bottomleft"] = {x = centerX - halfWidth, y = centerY - halfHeight},
["bottomright"] = {x = centerX + halfWidth, y = centerY - halfHeight},
}
end
function DF:ScaleBack()
end