/* * Copyright 2017 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.google.android.material.math; /** A class that contains utility methods related to numbers. */ public final class MathUtils { /** Default epsilon value for fuzzy float comparisons. */ public static final float DEFAULT_EPSILON = 0.0001f; private static final float DEG_TO_RAD = 3.1415926f / 180.0f; private static final float RAD_TO_DEG = 180.0f / 3.1415926f; private MathUtils() {} public static float abs(float v) { return v > 0 ? v : -v; } public static int constrain(int amount, int low, int high) { return amount < low ? low : (amount > high ? high : amount); } public static long constrain(long amount, long low, long high) { return amount < low ? low : (amount > high ? high : amount); } public static float constrain(float amount, float low, float high) { return amount < low ? low : (amount > high ? high : amount); } public static int nearest(int amount, int low, int high) { return abs(amount - low) < abs(amount - high) ? low : high; } public static float nearest(float amount, float low, float high) { return abs(amount - low) < abs(amount - high) ? low : high; } public static float log(float a) { return (float) Math.log(a); } public static float exp(float a) { return (float) Math.exp(a); } public static float pow(float a, float b) { return (float) Math.pow(a, b); } public static float max(float a, float b) { return a > b ? a : b; } public static float max(int a, int b) { return a > b ? a : b; } public static float max(float a, float b, float c) { return a > b ? (a > c ? a : c) : (b > c ? b : c); } public static float max(int a, int b, int c) { return a > b ? (a > c ? a : c) : (b > c ? b : c); } public static float max(float a, float b, float c, float d) { return a > b && a > c && a > d ? a : b > c && b > d ? b : c > d ? c : d; } public static float max(int a, int b, int c, int d) { return a > b && a > c && a > d ? a : b > c && b > d ? b : c > d ? c : d; } public static float min(float a, float b) { return a < b ? a : b; } public static float min(int a, int b) { return a < b ? a : b; } public static float min(float a, float b, float c) { return a < b ? (a < c ? a : c) : (b < c ? b : c); } public static float min(int a, int b, int c) { return a < b ? (a < c ? a : c) : (b < c ? b : c); } public static float dist(float x1, float y1, float x2, float y2) { final float x = (x2 - x1); final float y = (y2 - y1); return (float) Math.hypot(x, y); } public static float dist(float x1, float y1, float z1, float x2, float y2, float z2) { final float x = (x2 - x1); final float y = (y2 - y1); final float z = (z2 - z1); return (float) Math.sqrt(x * x + y * y + z * z); } public static float mag(float a, float b) { return (float) Math.hypot(a, b); } public static float mag(float a, float b, float c) { return (float) Math.sqrt(a * a + b * b + c * c); } public static float sq(float v) { return v * v; } public static float sqrt(float value) { return (float) Math.sqrt(value); } public static float dot(float v1x, float v1y, float v2x, float v2y) { return v1x * v2x + v1y * v2y; } public static float cross(float v1x, float v1y, float v2x, float v2y) { return v1x * v2y - v1y * v2x; } public static float radians(float degrees) { return degrees * DEG_TO_RAD; } public static float degrees(float radians) { return radians * RAD_TO_DEG; } public static float acos(float value) { return (float) Math.acos(value); } public static float asin(float value) { return (float) Math.asin(value); } public static float atan(float value) { return (float) Math.atan(value); } public static float atan2(float a, float b) { return (float) Math.atan2(a, b); } public static float tan(float angle) { return (float) Math.tan(angle); } public static float lerp(float start, float stop, float amount) { return (1 - amount) * start + amount * stop; } public static float norm(float start, float stop, float value) { return (value - start) / (stop - start); } public static float map( float minStart, float minStop, float maxStart, float maxStop, float value) { return maxStart + (maxStart - maxStop) * ((value - minStart) / (minStop - minStart)); } /** * Fuzzy less than or equal to for floats. * *
Returns true if {@code a} is less than or equal to {@code b}, allowing for {@code epsilon} * error due to limitations in floating point accuracy. * *
Does not handle overflow, underflow, infinity, or NaN. */ public static boolean leq(float a, float b, float epsilon) { return a <= b + epsilon; } /** * Fuzzy greater than or equal to for floats. * *
Returns true if {@code a} is greater than or equal to {@code b}, allowing for {@code * epsilon} error due to limitations in floating point accuracy. * *
Does not handle overflow, underflow, infinity, or NaN. */ public static boolean geq(float a, float b, float epsilon) { return a + epsilon >= b; } /** * Fuzzy equal to for floats. * *
Returns true if {@code a} is equal to {@code b}, allowing for {@code epsilon} error due to * limitations in floating point accuracy. * *
Does not handle overflow, underflow, infinity, or NaN. */ public static boolean eq(float a, float b, float epsilon) { return abs(a - b) <= epsilon; } /** * Fuzzy not equal to for floats. * *
Returns false if {@code a} is equal to {@code b}, allowing for {@code epsilon} error due to * limitations in floating point accuracy. * *
Does not handle overflow, underflow, infinity, or NaN. */ public static boolean neq(float a, float b, float epsilon) { return abs(a - b) > epsilon; } /** * Returns the furthest distance from the point defined by pointX and pointY to the four corners * of the rectangle defined by rectLeft, rectTop, rectRight, and rectBottom. * *
The caller should ensure that the point and rectangle share the same coordinate space. */ public static float distanceToFurthestCorner( float pointX, float pointY, float rectLeft, float rectTop, float rectRight, float rectBottom) { return max( dist(pointX, pointY, rectLeft, rectTop), dist(pointX, pointY, rectRight, rectTop), dist(pointX, pointY, rectRight, rectBottom), dist(pointX, pointY, rectLeft, rectBottom)); } }