415 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			415 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
/*
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文件名:MathClass.nut
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路径:System/BaseTool/MathClass.nut
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创建日期:2024-05-10	16:02
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文件用途:数学库
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*/
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class Math {
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    function getDirectionToTargetX(objX, x) {
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        if (objX > x)
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            return 0;
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        else
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            return 1;
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    }
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    /*
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     * @函数作用: 取随机值 左闭右闭
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     * @参数 name
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     * @返回值
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     */
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    function Rand(Min, Max) {
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        local In = rand();
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        local Ret = (Min + (Max - Min + 1) * (In / (RAND_MAX + 1).tofloat())).tointeger();
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        return Ret;
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    }
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    function getCollisionByObjBox(obj, box) {
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        local x = obj.X;
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        local y = obj.Y;
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        local z = obj.Z;
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        local ArrBuf = [];
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        if (obj.Direction == 1) {
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            local pleft = [x + box[0], y + box[1], z + box[2]];
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            local pright = [x + box[0] + box[3], y + box[1] + box[4], z + box[2] + box[5]];
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            ArrBuf.extend(pleft);
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            ArrBuf.extend(pright);
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        } else {
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            local pleft = [x - box[0], y + box[1], z + box[2]];
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            local pright = [x - box[0] - box[3], y + box[1] + box[4], z + box[2] + box[5]];
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            ArrBuf.extend(pleft);
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            ArrBuf.extend(pright);
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        }
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        return ArrBuf;
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    }
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    function GetDistancePos(startX, direction, offsetX) {
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        if (direction == 0)
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            return startX - offsetX;
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        return startX + offsetX;
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    }
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    //通过坐标获得两点旋转角度
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    function getRorateAngleByCurrentPos(x1, y1, z1, x2, y2, z2) {
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        return 0;
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    }
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    //贝塞尔曲线构造的抛物线运动,支持开始z轴(obj,curT,lastZ,moveT)
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    function sq_BParabola(currentT, maxT, initZPos, jumpHeight, lastZPos) {
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        local z = getBeizeri(currentT, maxT, initZPos, initZPos + jumpHeight, initZPos + jumpHeight, lastZPos);
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        return z.tointeger();
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    }
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    //获得抛物线(不支持开始z轴)
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    function sq_Parabola(x, b, c) {
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        local a = (-b.tofloat() * 4) / (c.tofloat() * c.tofloat());
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        return a.tofloat() * (x.tofloat() - c.tofloat() / 2) * (x.tofloat() - c.tofloat() / 2) + b.tofloat();
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    }
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    //获得两点之间平面的距离.
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    function Get2D_Distance(x1, y1, x2, y2) {
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        local offsetX = x1 - x2;
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        local offsetY = (y1 - y2) * 0.29;
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        return sqrt(offsetX * offsetX + offsetY * offsetY);
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    }
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    //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)
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    function CheckAngleIsInArea(judge, startA, endA) {
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        if (startA< 0)
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            startA = startA + 360.0;
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        if (endA< 0)
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            endA = endA + 360.0;
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        if (startA > 360.0)
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            startA = startA - 360.0;
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        if (endA > 360.0)
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            endA = endA - 360.0;
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        if (startA > 0 && startA< 90 && endA > 270 && endA< 360) {
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            if (judge > 270 && judge< 360) {
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                if (endA< judge && judge< startA + 360)
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                    return true;
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            } else if (judge< 90) {
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                if (endA< judge + 360 && judge + 360< startA + 360)
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                    return true;
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            }
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        } else {
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            if (endA > judge && judge > startA)
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                return true;
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        }
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        return false;
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    }
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    //弧度制转为角度制
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    function toDegree(x) {
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        return x * 57.29577;
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    }
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    //角度转为弧度
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    function toRadian(x) {
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        return x * 0.01745;
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    }
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    //立方体与立方体之间碰撞 暂未测试
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    function CubeAndCubeCollection(c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ) {
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        if (pointIsInCubeArea(c1StartX, c1StartY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, c1StartY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1StartX, c1EndY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, c1EndY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1StartX, c1StartY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, c1StartY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1StartX, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, c2StartY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, c2StartY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, c2EndY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, c2EndY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, c2StartY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, c2StartY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, c2EndY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, c2EndY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1StartY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1EndY, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1StartY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea((c1StartX + c1EndX) / 2, c1EndY, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1StartX, (c1StartY + c1EndY) / 2, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1StartX, (c1StartY + c1EndY) / 2, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, (c1StartY + c1EndY) / 2, c1StartZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, (c1StartY + c1EndY) / 2, c1EndZ, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1StartX, c1StartY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1StartX, c1EndY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, c1StartY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea(c1EndX, c1EndY, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2StartY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2EndY, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2StartY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea((c2StartX + c2EndX) / 2, c2EndY, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, (c2StartY + c2EndY) / 2, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, (c2StartY + c2EndY) / 2, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, (c2StartY + c2EndY) / 2, c2StartZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, (c2StartY + c2EndY) / 2, c2EndZ, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, c2StartY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2StartX, c2EndY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, c2StartY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea(c2EndX, c2EndY, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        if (pointIsInCubeArea((c1StartX + c1EndX) / 2, (c1StartY + c1EndY) / 2, (c1StartZ + c1EndZ) / 2, c2StartX, c2StartY, c2StartZ, c2EndX, c2EndY, c2EndZ))
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            return true;
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        if (pointIsInCubeArea((c2StartX + c2EndX) / 2, (c2StartY + c2EndY) / 2, (c2StartZ + c2EndZ) / 2, c1StartX, c1StartY, c1StartZ, c1EndX, c1EndY, c1EndZ))
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            return true;
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        return false;
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    }
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    //判断该点是否在给定参数的立方体内
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    function pointIsInCubeArea(px, py, pz, startX, startY, startZ, endX, endY, endZ) {
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        local cubeCenterX = (startX + endX) / 2;
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        local cubeXLen = abs(startX - endX) / 2;
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        local cubeCenterY = (startY + endY) / 2;
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        local cubeYLen = abs(startY - endY) / 2;
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        local cubeCenterZ = (startZ + endZ) / 2;
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        local cubeZLen = abs(startZ - endZ) / 2;
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        if (abs(px - cubeCenterX) <= cubeXLen && abs(py - cubeCenterY) <= cubeYLen && abs(pz - cubeCenterZ) <= cubeZLen)
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            return true;
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        return false;
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    }
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    //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,
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    //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!!!
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    function pointIsIn4PointArea(px, py, x1, y1, x2, y2, x3, y3, x4, y4) {
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        local area = get4PointArea(x1, y1, x2, y2, x3, y3, x4, y4);
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        local pointArea1 = get3PointArea(x1, y1, x2, y2, px, py);
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        local pointArea2 = get3PointArea(x2, y2, x3, y3, px, py);
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        local pointArea3 = get3PointArea(x3, y3, x4, y4, px, py);
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        local pointArea4 = get3PointArea(x4, y4, x1, y1, px, py);
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        if (abs(area - pointArea1 - pointArea2 - pointArea3 - pointArea4)< 10.0)
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            return true;
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        return false;
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    }
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    //判断一个点是否存在于一个矩形中
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    function PointIsInSquare(x1, y1, SquareArr) {
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        return Sq_Is_Point_In_Square(x1, y1, SquareArr);
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    }
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    //判断一个点是否存在于一个矩形中 返回是哪一个矩形
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    function PointIsInWhichRectangle(x1, y1, SquareArr) {
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        return Sq_Is_Point_In_WhichRectangle(x1, y1, SquareArr);
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    }
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    //获得给定4个点形成的四边形面积
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    function get4PointArea(x1, y1, x2, y2, x3, y3, x4, y4) {
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        local area1 = get3PointArea(x1, y1, x2, y2, x3, y3)
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        local area2 = get3PointArea(x2, y2, x3, y3, x4, y4)
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        return area1 + area2;
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    }
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    //获得给定3个点形成的三角形面积
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    function get3PointArea(x1, y1, x2, y2, x3, y3) {
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        return abs(x1 * (y2 - y3) + x2 * (y3 - y1) + x3 * (y1 - y2)) / 2;
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        /*
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        local l1 = sqrt(pow((x1- x2), 2) + pow((y1- y2), 2));
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        local l2 = sqrt(pow((x1- x3), 2) + pow((y1- y3), 2));
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        local l3 = sqrt(pow((x2- x3), 2) + pow((y2- y3), 2));
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        return sqrt((l1 + l2 + l3) * (l1 + l2- l3) * (l1- l2 + l3) * (l2 + l3- l1)) / 4;
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        */
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    }
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    //获得该数的符号
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    function getSign(var) {
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        if (var< 0)
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            return 1;
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        else if (var > 0)
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            return -1;
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        return 0;
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    }
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    //简便性能高的开平方
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    function sqrt(sum) {
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        local i = (sum / 2).tofloat();
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        local isb = 0;
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        for (isb = 0; isb< 10; isb++) {
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            i = (i - ((i * i - sum) / (2 * i))).tofloat();
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        }
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        return i;
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    }
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    //四舍五入
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    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 {
 | 
						||
            // 修正后的减速逻辑计算,例如采用线性变换结合幂次运算来实现更合理的减速效果
 | 
						||
            // 先将rate映射到一个更合适的范围(这里从[0,1]映射到[0.1, 1],可调整)
 | 
						||
            local mappedRate = rate * 0.9 + 0.1;
 | 
						||
            increaseRate = pow(mappedRate, 2); // 幂次可调整,这里取2来让减速更明显,可根据实际情况修改
 | 
						||
        }
 | 
						||
 | 
						||
        return sv + varyValue * increaseRate;
 | 
						||
    }
 | 
						||
 | 
						||
 | 
						||
    function Max(a, b) {
 | 
						||
        if (a< b)
 | 
						||
            return b;
 | 
						||
        return a;
 | 
						||
    }
 | 
						||
 | 
						||
 | 
						||
    function Min(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); |