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Add MathUtility.InverseLerp (#60)
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## 3.2.0
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### Added
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- X10D: Added `MathUtility.InverseLerp(float, float, float)` and `MathUtility.InverseLerp(double, double, double)`
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- X10D: Added `RoundUpToPowerOf2()` for built-in integer types
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- X10D: Added `Vector2.Deconstruct()`
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- X10D: Added `Vector3.Deconstruct()`
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46
X10D.Tests/src/Math/MathUtilityTests.cs
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46
X10D.Tests/src/Math/MathUtilityTests.cs
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using X10D.Core;
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using X10D.Math;
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namespace X10D.Tests.Math;
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[TestClass]
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public class MathUtilityTests
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{
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[TestMethod]
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public void InverseLerp_ShouldReturn0_5_Given0_5_0_1()
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{
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double doubleResult = MathUtility.InverseLerp(0.5, 0.0, 1.0);
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float floatResult = MathUtility.InverseLerp(0.5f, 0f, 1f);
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Assert.AreEqual(0.5, doubleResult, 1e-6);
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Assert.AreEqual(0.5f, floatResult, 1e-6f);
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}
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[TestMethod]
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public void InverseLerp_ShouldReturn0_5_Given5_0_10()
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{
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double doubleResult = MathUtility.InverseLerp(5.0, 0.0, 10.0);
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float floatResult = MathUtility.InverseLerp(5f, 0f, 10f);
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Assert.AreEqual(0.5, doubleResult, 1e-6);
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Assert.AreEqual(0.5f, floatResult, 1e-6f);
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}
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[TestMethod]
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public void InverseLerp_ShouldReturn0_GivenTwoEqualValues()
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{
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var random = new Random();
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double doubleA = random.NextDouble();
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double doubleB = random.NextDouble();
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float floatA = random.NextSingle();
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float floatB = random.NextSingle();
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double doubleResult = MathUtility.InverseLerp(doubleA, doubleB, doubleB);
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float floatResult = MathUtility.InverseLerp(floatA, floatB, floatB);
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Assert.AreEqual(0.0, doubleResult, 1e-6);
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Assert.AreEqual(0.0f, floatResult, 1e-6f);
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}
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}
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@ -8,6 +8,54 @@ namespace X10D.Math;
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/// </summary>
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public static class MathUtility
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{
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/// <summary>
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/// Returns the linear interpolation inverse of a value, such that it determines where a value lies between two other
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/// values.
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/// </summary>
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/// <param name="alpha">The value whose lerp inverse is to be found.</param>
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/// <param name="start">The start of the range.</param>
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/// <param name="end">The end of the range.</param>
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/// <returns>A value determined by <c>(alpha - start) / (end - start)</c>.</returns>
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[Pure]
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#if NETSTANDARD2_1
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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#else
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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#endif
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public static float InverseLerp(float alpha, float start, float end)
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{
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if (MathF.Abs(start - end) < float.Epsilon)
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{
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return 0f;
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}
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return (alpha - start) / (end - start);
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}
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/// <summary>
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/// Returns the linear interpolation inverse of a value, such that it determines where a value lies between two other
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/// values.
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/// </summary>
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/// <param name="alpha">The value whose lerp inverse is to be found.</param>
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/// <param name="start">The start of the range.</param>
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/// <param name="end">The end of the range.</param>
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/// <returns>A value determined by <c>(alpha - start) / (end - start)</c>.</returns>
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[Pure]
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#if NETSTANDARD2_1
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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#else
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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#endif
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public static double InverseLerp(double alpha, double start, double end)
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{
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if (System.Math.Abs(start - end) < double.Epsilon)
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{
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return 0.0;
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}
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return (alpha - start) / (end - start);
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}
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/// <summary>
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/// Linearly interpolates from one value to a target using a specified alpha.
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/// </summary>
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