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Main/resources/[carscripts]/community_bridge/lib/utility/shared/math.lua
2025-08-06 16:37:06 +02:00

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4.2 KiB
Lua

Math = Math or {}
function Math.Clamp(value, min, max)
return math.min(math.max(value, min), max)
end
function Math.Remap(value, min, max, newMin, newMax)
return newMin + (value - min) / (max - min) * (newMax - newMin)
end
function Math.PointInRadius(radius)
local angle = math.rad(math.random(0, 360))
return vector2(radius * math.cos(angle), radius * math.sin(angle))
end
function Math.Normalize(value, min, max)
if max == min then return 0 end -- Avoid division by zero
return (value - min) / (max - min)
end
function Math.Normalize2D(x, y)
if type(x) == "vector2" then
x, y = x.x, x.y
end
local length = math.sqrt(x*x + y*y)
return length ~= 0 and vector2(x / length, y / length) or vector2(0, 0)
end
function Math.Normalize3D(x, y, z)
if type(x) == "vector3" then
x, y, z = x.x, x.y, x.z
end
local length = math.sqrt(x*x + y*y + z*z)
return length ~= 0 and vector3(x / length, y / length, z / length) or vector3(0, 0, 0)
end
function Math.Normalize4D(x, y, z, w)
if type(x) == "vector4" then
x, y, z, w = x.x, x.y, x.z, x.w
end
local length = math.sqrt(x*x + y*y + z*z + w*w)
return length ~= 0 and vector4(x / length, y / length, z / length, w / length) or vector4(0, 0, 0, 0)
end
function Math.DirectionToTarget(fromV3, toV3)
return Math.Normalize3D(toV3.x - fromV3.x, toV3.y - fromV3.y, toV3.z - fromV3.z)
end
function Deg2Rad(deg)
return deg * math.pi / 180.0
end
function RotVector(pos, rot)
local pitch = Deg2Rad(rot.x)
local roll = Deg2Rad(rot.y)
local yaw = Deg2Rad(rot.z)
local cosY = math.cos(yaw)
local sinY = math.sin(yaw)
local cosP = math.cos(pitch)
local sinP = math.sin(pitch)
local cosR = math.cos(roll)
local sinR = math.sin(roll)
local m11 = cosY * cosR + sinY * sinP * sinR
local m12 = sinR * cosP
local m13 = -sinY * cosR + cosY * sinP * sinR
local m21 = -cosY * sinR + sinY * sinP * cosR
local m22 = cosR * cosP
local m23 = sinR * sinY + cosY * sinP * cosR
local m31 = sinY * cosP
local m32 = -sinP
local m33 = cosY * cosP
return vector3(pos.x * m11 + pos.y * m21 + pos.z * m31, pos.x * m12 + pos.y * m22 + pos.z * m32, pos.x * m13 + pos.y * m23 + pos.z * m33)
end
function Math.GetOffsetFromMatrix(position, rotation, offset)
local rotated = RotVector(offset, rotation)
print("Rotated: " .. tostring(rotated))
return position + rotated
end
function Math.InBoundary(pos, boundary)
if not boundary then return true end
local x, y, z = table.unpack(pos)
-- Handle legacy min/max boundary format for backwards compatibility
if boundary.min and boundary.max then
local minX, minY, minZ = table.unpack(boundary.min)
local maxX, maxY, maxZ = table.unpack(boundary.max)
return x >= minX and x <= maxX and y >= minY and y <= maxY and z >= minZ and z <= maxZ
end
-- Handle list of points (polygon boundary)
if boundary.points and #boundary.points > 0 then
local points = boundary.points
local minZ = boundary.minZ or -math.huge
local maxZ = boundary.maxZ or math.huge
-- Check Z bounds first
if z < minZ or z > maxZ then
return false
end
-- Point-in-polygon test using ray casting algorithm (improved version)
local inside = false
local n = #points
for i = 1, n do
local j = i == n and 1 or i + 1 -- Next point (wrap around)
local xi, yi = points[i].x or points[i][1], points[i].y or points[i][2]
local xj, yj = points[j].x or points[j][1], points[j].y or points[j][2]
-- Ensure xi, yi, xj, yj are numbers
if not (xi and yi and xj and yj) then
goto continue
end
-- Ray casting test
if ((yi > y) ~= (yj > y)) then
-- Calculate intersection point
local intersect = (xj - xi) * (y - yi) / (yj - yi) + xi
if x < intersect then
inside = not inside
end
end
::continue::
end
return inside
end
-- Fallback to true if boundary format is not recognized
return true
end
exports('Math', Math)
return Math