Difference between revisions of "Math"

From GiderosMobile
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=== '''Gideros specific methods''' ===
 
=== '''Gideros specific methods''' ===
[[math.length]] ''returns the length of a vector''<br/><!-- GIDEROSMTD:math.length(v) returns the length of a vector -->
+
[[math.length]] ''returns the length of a vector''<br/><!--GIDEROSMTD:math.length(v) returns the length of a vector-->
[[math.cross]] ''returns the cross product of two vectors''<br/><!-- GIDEROSMTD:math.cross(v1,v2) returns the cross product of two vectors -->
+
[[math.cross]] ''returns the cross product of two vectors''<br/><!--GIDEROSMTD:math.cross(v1,v2) returns the cross product of two vectors-->
[[math.dot]] ''returns the dot product of two vectors''<br/><!-- GIDEROSMTD:math.dot(v1,v2) returns the dot product of two vectors -->
+
[[math.dot]] ''returns the dot product of two vectors''<br/><!--GIDEROSMTD:math.dot(v1,v2) returns the dot product of two vectors-->
[[math.distance]] ''returns the distance between two points''<br/><!-- GIDEROSMTD:math.distance(a,b) returns the distance between two points -->
+
[[math.distance]] ''returns the distance between two points''<br/><!--GIDEROSMTD:math.distance(a,b) returns the distance between two points-->
[[math.distances]] ''returns the distances between a point and a set of points''<br/><!-- GIDEROSMTD:math.distances(point,point_list,order) returns the distances between a point and a set of points -->
+
[[math.distances]] ''returns the distances between a point and a set of points''<br/><!--GIDEROSMTD:math.distances(point,point_list,order) returns the distances between a point and a set of points-->
[[math.nearest]] ''returns the nearest point from a list''<br/><!-- GIDEROSMTD:math.nearest(point,point_list) returns the nearest point from a list -->
+
[[math.nearest]] ''returns the nearest point from a list''<br/><!--GIDEROSMTD:math.nearest(point,point_list) returns the nearest point from a list-->
[[math.normalize]] ''normalize a vector''<br/><!-- GIDEROSMTD:math.normalize(v) normalize a vector -->
+
[[math.normalize]] ''normalize a vector''<br/><!--GIDEROSMTD:math.normalize(v) normalize a vector-->
[[math.raycast]] ''returns intersections between a ray and a set of shapes''<br/><!-- GIDEROSMTD:math.raycast(origin,direction,shape) returns intersections between a ray and a set of shapes -->
+
[[math.raycast]] ''returns intersections between a ray and a set of shapes''<br/><!--GIDEROSMTD:math.raycast(origin,direction,shape) returns intersections between a ray and a set of shapes-->
[[math.inside]] ''returns wether a point is inside a shape''<br/><!-- GIDEROSMTD:math.inside(point,shape) returns wether a point is inside a shape -->
+
[[math.inside]] ''returns wether a point is inside a shape''<br/><!--GIDEROSMTD:math.inside(point,shape) returns wether a point is inside a shape-->
[[math.edge]] ''returns the nearest point on the edge of a shape''<br/><!-- GIDEROSMTD:math.edge(point,shape) returns the nearest point on the edge of a shape -->
+
[[math.edge]] ''returns the nearest point on the edge of a shape''<br/><!--GIDEROSMTD:math.edge(point,shape) returns the nearest point on the edge of a shape-->
  
 
=== Events ===
 
=== Events ===
 
=== Constants ===
 
=== Constants ===
[[huge]]<br/><!-- GIDEROSCST:huge 1.#INF-->
+
[[huge]] ''#INF''<br/><!--GIDEROSCST:huge 1.#INF-->
[[pi]]<br/><!-- GIDEROSCST:pi 3.1415926535898-->
+
[[pi]] ''3.1415926535898''<br/><!--GIDEROSCST:pi 3.1415926535898-->
 
|}
 
|}
  
 
{{GIDEROS IMPORTANT LINKS}}
 
{{GIDEROS IMPORTANT LINKS}}

Revision as of 18:34, 22 January 2023

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2011.6

Description

math table holds most commonly used math functions and constants.

Example

A nice example demonstrating various Gideros specific maths functions

local myappwidth = application:getContentWidth()
local myappheight = application:getContentHeight()
application:setBackgroundColor(0x555555)

local pixel = Pixel.new(0xffffff, 1, 16, 16)
pixel:setAnchorPoint(0.5, 0.5)
pixel:setPosition(7*myappwidth/10, 5*myappheight/10)
stage:addChild(pixel)

local raycast = Shape.new()
stage:addChild(raycast)

-- circle
local p=Particles.new()
stage:addChild(p)
local circlepts={}
circlepts[#circlepts+1] = { -- 1st circle
	x=128, y=128,
	size=128,
	color=0x0000ff,
	id=#circlepts+1,
	radius=128/2,
}
circlepts[#circlepts+1] = { -- 2nd circle
	x=128*3, y=128,
	size=128*1.5,
	color=0x0000aa,
	id=#circlepts+1,
	radius=128*1.5/2,
}
circlepts[#circlepts+1] = { -- 3rd circle
	x=128*2, y=128*3,
	size=64,
	color=0x000055,
	id=#circlepts+1,
	radius=64/2,
}
p:addParticles(circlepts)

-- markers
local pedge = p:addParticles{ {x=0, y=0, size=5, color=0x0} }[1]
local pray = p:addParticles{ {x=0, y=0, size=5, color=0xffffff, alpha=1} }[1]
local pray2 = p:addParticles{ {x=0, y=0, size=5, color=0xaaaaaa, alpha=1} }[1]
 
local shapeid
stage:addEventListener(Event.MOUSE_HOVER,function (e)
	local mouse={x=e.x, y=e.y}

	-- reset all circles original colors
	for i = 1, #circlepts do
		p:setParticleColor(i, circlepts[i].color, 1)
	end

	-- gets the mouse nearest circle id
	local nearestpoint, npdistance = math.nearest(mouse, circlepts)
	shapeid=nearestpoint.id
	-- highlights circle if mouse is close
	if npdistance < circlepts[shapeid].radius + 48 then
		p:setParticleColor(shapeid, 0xffff00, 1)
	end

	-- checks if mouse is inside circle
	local inside = math.inside(mouse, nearestpoint)
	if inside < 0 then
		p:setParticleColor(shapeid, 0x00ff00, 1)
	end

	-- edge
	local d = math.edge(mouse, nearestpoint)
	p:setParticlePosition(pedge, d.x, d.y)

	-- raycast
	local r = math.raycast( -- origin, direction, shape
		{x=mouse.x, y=mouse.y},
		math.normalize({x=mouse.x-pixel:getX(), y=mouse.y-pixel:getY()}),
		circlepts
	)
	if r[1] then
		p:setParticlePosition(pray, r[1].point.x, r[1].point.y)
		p:setParticleColor(pray, p:getParticleColor(pray), 1)
	else
		p:setParticleColor(pray, p:getParticleColor(pray), 0)
	end
	if r[2] then
		p:setParticlePosition(pray2, r[2].point.x, r[2].point.y)
		p:setParticleColor(pray2, p:getParticleColor(pray2), 1)
	else
		p:setParticleColor(pray2, p:getParticleColor(pray2), 0)
	end
	-- a line
	raycast:clear()
	raycast:setLineStyle(5, 0xffffff, 0.5)
	raycast:beginPath()
	raycast:moveTo(mouse.x, mouse.y)
	raycast:lineTo(pixel:getX(), pixel:getY())
	raycast:endPath()
end)

Gideros maths.png

Methods

math.abs returns absolute value of v
math.acos returns arc cosine value of v in radians
math.asin returns arc sine value of v in radians
math.atan returns arc tangent value of v in radians
math.atan2 returns arc tangent value of v1/v2 in radians
math.ceil returns smallest integer >= v
math.clamp returns a number between min and max, inclusive
math.cos returns cosine value of angle rad
math.cosh returns hyperbolic cosine of v
math.deg returns angle in degrees of radians rad
math.exp returns e^v
math.floor returns largest integer <= v
math.fmod returns remainder of v1/v2 which is v1 - iV2 for some integer i
math.frexp returns mantissa [0.5,1) and exponent values of v
math.ldexp returns v1*2^v2
math.log returns natural logarithm of v
math.log10 returns logarithm 10 of v
math.max returns maximum in a list of one or more values
math.min returns minimum in a list of one or more values
math.modf returns the integer and fractional values of a number
math.noise returns a perlin noise value
math.pow returns v1 raised to the power of v2
math.rad returns angle in radians of degrees deg
math.random returns random real [0,1-, integer [1,n] or real [1,u](with n=1-
math.randomseed sets seed for pseudo-random number generator
math.round returns integer with the smallest difference between it and the given number
math.sign returns sign of v
math.sin returns sine value of angle rad
math.sinh returns hyperbolic sine of v
math.sqrt returns square root of v
math.tan returns tangent value of angle rad
math.tanh returns hyperbolic tangent of v
vector vectors

Gideros specific methods

math.length returns the length of a vector
math.cross returns the cross product of two vectors
math.dot returns the dot product of two vectors
math.distance returns the distance between two points
math.distances returns the distances between a point and a set of points
math.nearest returns the nearest point from a list
math.normalize normalize a vector
math.raycast returns intersections between a ray and a set of shapes
math.inside returns wether a point is inside a shape
math.edge returns the nearest point on the edge of a shape

Events

Constants

huge #INF
pi 3.1415926535898