package lnx2d.tools; // Kha import kha.math.Vector2; // Zui import zui.Zui; import leenkx.ui.Canvas.TCanvas; import leenkx.ui.Canvas.TElement; class Math { public static inline function toDegrees(radians:Float):Float { return radians * 57.29578; } public static inline function toRadians(degrees:Float):Float { return degrees * 0.0174532924; } /** * Calculates if the mouse is in the given hitbox rectangle. * * @param ui The Zui object of which this function should take the mouse position * @param x The x position of the hitbox * @param y The y position of the hitbox * @param w The width of the hitbox * @param h The height of the hitbox * @param rotation The rotation of the hitbox in radians, default = 0.0 * @param center (Optional) The [x, y] coordinates of the center of rotation. If not given or null, use the center of the rectangle given by (x, y, w, h) * @return Bool */ public static function hitbox(ui: Zui, x: Float, y: Float, w: Float, h: Float, rotation: Float = 0.0, ?center: Array):Bool { if (center != null && center.length != 2) { throw "lnx2d.tools.Math.hitbox(): 'center' argument must consist of two values!"; } if (center == null) center = [x + w / 2, y + h / 2]; var rotatedInput:Vector2 = rotatePoint(ui.inputX, ui.inputY, center[0], center[1], -rotation); return rotatedInput.x > x && rotatedInput.x < x + w && rotatedInput.y > y && rotatedInput.y < y + h; } public static function absx(canvas:TCanvas, e:TElement):Float { if (e == null) return 0; return e.x + absx(canvas, CanvasTools.elemById(canvas, e.parent)); } public static function absy(canvas:TCanvas, e:TElement):Float { if (e == null) return 0; return e.y + absy(canvas, CanvasTools.elemById(canvas, e.parent)); } public static function roundPrecision(v:Float, ?precision=0):Float { v *= std.Math.pow(10, precision); v = Std.int(v) * 1.0; v /= std.Math.pow(10, precision); return v; } public static function rotatePoint(pointX: Float, pointY: Float, centerX: Float, centerY: Float, angle:Float): Vector2 { pointX -= centerX; pointY -= centerY; var x = pointX * std.Math.cos(angle) - pointY * std.Math.sin(angle); var y = pointX * std.Math.sin(angle) + pointY * std.Math.cos(angle); return new Vector2(centerX + x, centerY + y); } public static function calculateTransformDelta(ui:Zui, gSP:Bool, gUR:Bool, gS:Int, value:Float, ?offset=0.0):Float { var precisionMode = ui.isKeyDown && ui.key == Main.prefs.keyMap.slowMovement; var enabled = gSP != (ui.isKeyDown && (ui.key == Main.prefs.keyMap.gridInvert)); var useOffset = gUR != (ui.isKeyDown && (ui.key == Main.prefs.keyMap.gridInvertRelative)); if (!enabled) return precisionMode ? value / 2 : value; // Round the delta value to steps of gridSize value = std.Math.round(value / gS) * gS; if (precisionMode) value /= 2; // Apply an offset if (useOffset && offset != 0) { offset = offset % gS; // Round to nearest grid position instead of rounding off if (offset > gS / 2) { offset = -(gS - offset); } value -= offset; } return value; } }