/* 文件名:MathClass.nut 路径:System/BaseTool/MathClass.nut 创建日期:2024-05-10 16:02 文件用途:数学库 */ class Math { function getDirectionToTargetX(objX, x) { if (objX > x) return 0; else return 1; } /* * @函数作用: 取随机值 左闭右闭 * @参数 name * @返回值 */ function Rand(Min, Max) { local In = rand(); local Ret = (Min + (Max - Min + 1) * (In / (RAND_MAX + 1).tofloat())).tointeger(); return Ret; } function getCollisionByObjBox(obj, box) { local x = obj.X; local y = obj.Y; local z = obj.Z; local ArrBuf = []; if (obj.Direction == 1) { local pleft = [x + box[0], y + box[1], z + box[2]]; local pright = [x + box[0] + box[3], y + box[1] + box[4], z + box[2] + box[5]]; ArrBuf.extend(pleft); ArrBuf.extend(pright); } else { local pleft = [x - box[0], y + box[1], z + box[2]]; local pright = [x - box[0] - box[3], y + box[1] + box[4], z + box[2] + box[5]]; ArrBuf.extend(pleft); ArrBuf.extend(pright); } return ArrBuf; } function GetDistancePos(startX, direction, offsetX) { if (direction == 0) return startX - offsetX; return startX + offsetX; } //通过坐标获得两点旋转角度 function getRorateAngleByCurrentPos(x1, y1, z1, x2, y2, z2) { return 0; } //贝塞尔曲线构造的抛物线运动,支持开始z轴(obj,curT,lastZ,moveT) function sq_BParabola(currentT, maxT, initZPos, jumpHeight, lastZPos) { local z = getBeizeri(currentT, maxT, initZPos, initZPos + jumpHeight, initZPos + jumpHeight, lastZPos); return z.tointeger(); } //获得抛物线(不支持开始z轴) function sq_Parabola(x, b, c) { local a = (-b.tofloat() * 4) / (c.tofloat() * c.tofloat()); return a.tofloat() * (x.tofloat() - c.tofloat() / 2) * (x.tofloat() - c.tofloat() / 2) + b.tofloat(); } //获得两点之间平面的距离. function Get2D_Distance(x1, y1, x2, y2) { local offsetX = x1 - x2; local offsetY = (y1 - y2) * 0.29; return sqrt(offsetX * offsetX + offsetY * offsetY); } //判断给定的角度是否在startA和endA角度之间(startA与endA形成的锐角内) function CheckAngleIsInArea(judge, startA, endA) { if (startA< 0) startA = startA + 360.0; if (endA< 0) endA = endA + 360.0; if (startA > 360.0) startA = startA - 360.0; if (endA > 360.0) endA = endA - 360.0; if (startA > 0 && startA< 90 && endA > 270 && endA< 360) { if (judge > 270 && judge< 360) { if (endA< judge && judge< startA + 360) return true; } else if (judge< 90) { if (endA< judge + 360 && judge + 360< startA + 360) return true; } } else { if (endA > judge && judge > startA) return true; } return false; } //弧度制转为角度制 function toDegree(x) { return x * 57.29577; } //角度转为弧度 function toRadian(x) { return x * 0.01745; } //立方体与立方体之间碰撞 暂未测试 function CubeAndCubeCollection(c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ) { if (pointIsInCubeArea(c1StartX, c1StartY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, c1StartY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1StartX, c1EndY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, c1EndY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1StartX, c1StartY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, c1StartY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1StartX, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c2StartX, c2StartY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, c2StartY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2StartX, c2EndY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, c2EndY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2StartX, c2StartY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, c2StartY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2StartX, c2EndY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, c2EndY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1StartY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1EndY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1StartY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1StartX, (c1StartY + c1EndY) / 2, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1StartX, (c1StartY + c1EndY) / 2, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, (c1StartY + c1EndY) / 2, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, (c1StartY + c1EndY) / 2, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1StartX, c1StartY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1StartX, c1EndY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, c1StartY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea(c1EndX, c1EndY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2StartY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2EndY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2StartY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2EndY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2StartX, (c2StartY + c2EndY) / 2, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2StartX, (c2StartY + c2EndY) / 2, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, (c2StartY + c2EndY) / 2, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, (c2StartY + c2EndY) / 2, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2StartX, c2StartY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2StartX, c2EndY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, c2StartY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea(c2EndX, c2EndY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; if (pointIsInCubeArea((c1StartX + c1EndX) / 2, (c1StartY + c1EndY) / 2, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ)) return true; if (pointIsInCubeArea((c2StartX + c2EndX) / 2, (c2StartY + c2EndY) / 2, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ)) return true; return false; } //判断该点是否在给定参数的立方体内 function pointIsInCubeArea(px, py, pz, startX, startY, startZ, endX, endY, endZ) { local cubeCenterX = (startX + endX) / 2; local cubeXLen = abs(startX - endX) / 2; local cubeCenterY = (startY + endY) / 2; local cubeYLen = abs(startY - endY) / 2; local cubeCenterZ = (startZ + endZ) / 2; local cubeZLen = abs(startZ - endZ) / 2; if (abs(px - cubeCenterX) <= cubeXLen && abs(py - cubeCenterY) <= cubeYLen && abs(pz - cubeCenterZ) <= cubeZLen) return true; return false; } //判断(px,py)是否在这个四边形内,如果在就返回true,否则返回false, //一定要注意,1,2,3,4的坐标必须能首尾组成四边形,不能跳坐标!!!!否则判断会直接失效!!! function pointIsIn4PointArea(px, py, x1, y1, x2, y2, x3, y3, x4, y4) { local area = get4PointArea(x1, y1, x2, y2, x3, y3, x4, y4); local pointArea1 = get3PointArea(x1, y1, x2, y2, px, py); local pointArea2 = get3PointArea(x2, y2, x3, y3, px, py); local pointArea3 = get3PointArea(x3, y3, x4, y4, px, py); local pointArea4 = get3PointArea(x4, y4, x1, y1, px, py); if (abs(area - pointArea1 - pointArea2 - pointArea3 - pointArea4)< 10.0) return true; return false; } //获得给定4个点形成的四边形面积 function get4PointArea(x1, y1, x2, y2, x3, y3, x4, y4) { local area1 = get3PointArea(x1, y1, x2, y2, x3, y3) local area2 = get3PointArea(x2, y2, x3, y3, x4, y4) return area1 + area2; } //获得给定3个点形成的三角形面积 function get3PointArea(x1, y1, x2, y2, x3, y3) { return abs(x1 * (y2 - y3) + x2 * (y3 - y1) + x3 * (y1 - y2)) / 2; /* local l1 = sqrt(pow((x1- x2), 2) + pow((y1- y2), 2)); local l2 = sqrt(pow((x1- x3), 2) + pow((y1- y3), 2)); local l3 = sqrt(pow((x2- x3), 2) + pow((y2- y3), 2)); return sqrt((l1 + l2 + l3) * (l1 + l2- l3) * (l1- l2 + l3) * (l2 + l3- l1)) / 4; */ } //获得该数的符号 function getSign(var) { if (var< 0) return 1; else if (var > 0) return -1; return 0; } //简便性能高的开平方 function sqrt(sum) { local i = (sum / 2).tofloat(); local isb = 0; for (isb = 0; isb< 10; isb++) { i = (i - ((i * i - sum) / (2 * i))).tofloat(); } return i; } //四舍五入 function Round(var) { local v = var - var.tointeger(); if (v< 0.5) return var.tointeger(); return var.tointeger() + 1; } //currentRate 越接近maxRate ,返回值由sv越接近ev function getUniformVelocity(sv, ev, currentRate, maxRate) { local rate = currentRate.tofloat() / maxRate.tofloat(); local varyValue = ev - sv; return sv + varyValue * rate; } function sq_GetAccel(sv, ev, currentRate, maxRate, increaseFeature) { local rate = currentRate.tofloat() / maxRate.tofloat(); local varyValue = ev - sv; local increaseRate = 1.0; if (increaseFeature) { increaseRate = pow(50, rate) / 50; //慢->快 } else { increaseRate = pow(rate, 0.05); } return sv + varyValue * increaseRate; } function getMax(a, b) { if (a< b) return b; return a; } function getMin(a, b) { if (a > b) return b; return a; } //获得贝塞尔曲线(2阶) function getBeizeri(var1, var2, p0, p1, p2, p3) { local t = var1.tofloat() / var2.tofloat(); local t1 = 1.0 - t; local v1 = t1 * t1 * t1; local v2 = t1 * t1; local v3 = t1; local v4 = t * t * t; local ret = p0 * v1; ret = ret + 3.0 * p1 * t * v2; ret = ret + 3.0 * p2 * t * t * v3; ret = ret + p3 * v4; return ret; } //获得贝塞尔曲线角度 function getBeizeriAngle(var1, var2, p0, p1, p2, p3) { local t = var1.tofloat() / var2.tofloat(); local t1 = 1.0 - t; local v1 = t1 * t1; local v2 = t1; local v3 = t1; local v4 = t * t; local ret = 2.0 * p0 * v1; ret = ret + 6.0 * p1 * t * v2; ret = ret + 6.0 * p2 * t * v3; ret = ret + 2.0 * p3 * v4; return ret; } function IsIntersectRect(x1, y1, width1, height1, x2, y2, width2, height2) { // 计算矩形1的边界 local right1 = x1 + width1; local bottom1 = y1 + height1; // 计算矩形2的边界 local right2 = x2 + width2; local bottom2 = y2 + height2; // 检查是否有重叠 return !(right1< x2 || bottom1< y2 || x1 > right2 || y1 > bottom2); } } //初始化随机数 srand(time()); Math.Rand(0, 1);