using Microsoft.Xna.Framework;
using System;
namespace FSO.Common.Utils
{
public static class DirectionUtils
{
///
/// Finds the difference between two radian directions.
///
/// The direction to subtract from.
/// The direction to subtract.
public static double Difference(double a, double b) {
double value = PosMod(b-a, Math.PI*2);
if (value > Math.PI) value -= Math.PI * 2;
return value;
}
///
/// Normalizes a direction to the range -PI through PI.
///
/// The direction to normalize.
public static double Normalize(double dir)
{
dir = PosMod(dir, Math.PI * 2);
if (dir > Math.PI) dir -= Math.PI * 2;
return dir;
}
///
/// Normalizes a direction in degrees to the range -180 through 180.
///
/// The direction to normalize.
public static double NormalizeDegrees(double dir)
{
dir = PosMod(dir, 360);
if (dir > 180) dir -= 360;
return dir;
}
///
/// Calculates the mathematical modulus of a value.
///
/// The number to mod.
/// The factor to use.
public static double PosMod(double x, double m)
{
return (x % m + m) % m;
}
private static int[] tab32 = new int[] {
0, 9, 1, 10, 13, 21, 2, 29,
11, 14, 16, 18, 22, 25, 3, 30,
8, 12, 20, 28, 15, 17, 24, 7,
19, 27, 23, 6, 26, 5, 4, 31
};
public static int Log2Int(uint value)
{
value |= value >> 1;
value |= value >> 2;
value |= value >> 4;
value |= value >> 8;
value |= value >> 16;
return tab32[(uint)(value * 0x07C4ACDD) >> 27];
}
public static float QuaternionDistance(Quaternion q1, Quaternion q2)
{
var inner = q1.X * q2.X + q1.Y * q2.Y + q1.Z * q2.Z + q1.W * q2.W;
return (float)Math.Acos(2 * (inner * inner) - 1);
}
}
}