Files
call-of-duty-tdm/lua/includes/modules/mw_math.lua
2026-03-30 10:39:52 +03:00

220 lines
6.1 KiB
Lua

AddCSLuaFile()
module("mw_math", package.seeall)
--globals
--ik zero_vector and zero_angle exist, i'm just making sure i'm managing my own
mw_math.ZeroVector = Vector(0, 0, 0)
mw_math.ZeroAngle = Angle(0, 0, 0)
local cachedSquareRoots = {}
function mw_math.SquareRoot(val)
val = math.floor(val)
cachedSquareRoots[val] = cachedSquareRoots[val] || math.sqrt(val)
return cachedSquareRoots[val]
end
function mw_math.CosineInterp(rate, current, target)
rate = (1 - math.cos(rate * math.pi)) * 0.5
return current * (1 - rate) + target * rate
end
--lerp
local clamp = math.Clamp
local lerp = Lerp
function mw_math.SafeLerp(rate, current, target)
--[[if (math.abs(current - target) < 0.001) then
return target
end
return Lerp(math.Clamp(rate, 0, 1), current, target)]]
return lerp(clamp(rate, 0, 1), current, target)
end
function mw_math.SafeLerpVector(rate, current, target)
current.x = SafeLerp(rate, current.x, target.x)
current.y = SafeLerp(rate, current.y, target.y)
current.z = SafeLerp(rate, current.z, target.z)
end
function mw_math.SafeLerpAngle(rate, current, target)
current.p = SafeLerp(rate, current.p, target.p)
current.y = SafeLerp(rate, current.y, target.y)
current.r = SafeLerp(rate, current.r, target.r)
end
--add and mul
function mw_math.VectorAddAndMul(current, add, mul)
current.x = current.x + (add.x * mul)
current.y = current.y + (add.y * mul)
current.z = current.z + (add.z * mul)
end
function mw_math.AngleAddAndMul(current, add, mul)
current.p = current.p + (add.p * mul)
current.y = current.y + (add.y * mul)
current.r = current.r + (add.r * mul)
end
--spring
function mw_math.CreateSpring(springConstant, wobbleConstant)
local spring = {
target = 0,
lerp = 0,
vel = 0,
sc = springConstant,
wc = wobbleConstant,
SetTarget = function(spring, target)
spring.target = target
end,
Decay = function(spring, springConstant, wobbleConstant)
spring.lerp, spring.vel = mw_math.NumberDecay(spring.target, spring.lerp, spring.vel, spring.sc || springConstant, spring.wc || wobbleConstant)
end,
GetValue = function(spring)
return spring.lerp
end
}
return spring
end
function mw_math.CreateVectorSpring(springConstant, wobbleConstant)
local spring = {
target = Vector(),
lerp = Vector(),
vel = Vector(),
sc = springConstant,
wc = wobbleConstant,
SetTarget = function(spring, target)
spring.target = target
end,
Decay = function(spring, springConstant, wobbleConstant)
mw_math.VectorDecay(spring.target, spring.lerp, spring.vel, spring.sc || springConstant, spring.wc || wobbleConstant)
end,
GetValue = function(spring)
return spring.lerp
end
}
return spring
end
function mw_math.CreateAngleSpring(springConstant, wobbleConstant)
local spring = {
target = Angle(),
lerp = Angle(),
vel = Angle(),
sc = springConstant,
wc = wobbleConstant,
SetTarget = function(spring, target)
spring.target = target
end,
Decay = function(spring, springConstant, wobbleConstant)
mw_math.AngleDecay(spring.target, spring.lerp, spring.vel, spring.sc || springConstant, spring.wc || wobbleConstant)
end,
GetValue = function(spring)
return spring.lerp
end
}
return spring
end
function mw_math.DecaySprings(...)
--[[for _, s in pairs({...}) do
s:Decay()
end]]
local args = {...}
for s = 1, #args do
args[s]:Decay()
end
end
local realFrameTime = RealFrameTime
local gcVec = Vector()
local gcVecForce = Vector()
function mw_math.VectorDecay(target, lerp, vel, springConstant, wobbleConstant)
gcVec.x = (target.x - lerp.x) * springConstant
gcVec.y = (target.y - lerp.y) * springConstant
gcVec.z = (target.z - lerp.z) * springConstant
local sq = SquareRoot(springConstant)
gcVecForce.x = (-vel.x * wobbleConstant) * sq
gcVecForce.y = (-vel.y * wobbleConstant) * sq
gcVecForce.z = (-vel.z * wobbleConstant) * sq
gcVec.x = gcVec.x + gcVecForce.x
gcVec.y = gcVec.y + gcVecForce.y
gcVec.z = gcVec.z + gcVecForce.z
local rft = realFrameTime()
VectorAddAndMul(vel, gcVec, rft)
VectorAddAndMul(lerp, vel, rft)
end
local gcAng = Angle()
local gcAngForce = Angle()
function mw_math.AngleDecay(target, lerp, vel, springConstant, wobbleConstant)
gcAng.p = (target.p - lerp.p) * springConstant
gcAng.y = (target.y - lerp.y) * springConstant
gcAng.r = (target.r - lerp.r) * springConstant
local sq = SquareRoot(springConstant)
gcAngForce.p = (-vel.p * wobbleConstant) * sq
gcAngForce.y = (-vel.y * wobbleConstant) * sq
gcAngForce.r = (-vel.r * wobbleConstant) * sq
gcAng.p = gcAng.p + gcAngForce.p
gcAng.y = gcAng.y + gcAngForce.y
gcAng.r = gcAng.r + gcAngForce.r
local rft = realFrameTime()
AngleAddAndMul(vel, gcAng, rft)
AngleAddAndMul(lerp, vel, rft)
end
function mw_math.NumberDecay(target, lerp, vel, springConstant, wobbleConstant)
local currentToTarget = (target - lerp) * springConstant
local dampingForce = (-vel * wobbleConstant) * SquareRoot(springConstant)
currentToTarget = currentToTarget + dampingForce
local rft = realFrameTime()
vel = vel + (currentToTarget * rft)
lerp = lerp + (vel * rft)
return lerp, vel
end
--bool to number
local boolToNumber = {[false] = 0, [true] = 1}
function mw_math.btn(bool)
return boolToNumber[bool]
end
local direction = {[false] = -1, [true] = 1}
local minmax = {[false] = math.max, [true] = math.min}
function mw_math.Approach(current, target, rate)
local what = current < target
rate = rate * direction[what]
return minmax[what](current + rate, -target, target)
end
local angleDifference = math.AngleDifference
function mw_math.ApproachAngle(current, target, rate)
local diff = angleDifference(target, current)
return mw_math.Approach(current, current + diff, rate)
end