using Microsoft.CodeAnalysis.CSharp.Syntax; using System; using System.ComponentModel; using System.Globalization; using System.Runtime.InteropServices; using System.Runtime.Serialization; namespace math { static public class fn { static public float Clamp( float v, float min, float max ) { return v < min ? min : v > max ? max : v; } static public float LogisticsUnit( float v, float spread = 4.0f, float height = 1.0f ) { return LogisticsFull( v, height, spread, 0, 0.1f, -0.5f ); } static public float LogisticsFull( float v, float height, float spread, float f, float g, float h ) { float res = height / (1.0f + (float)Math.Pow( g, (spread * (v+h))) ) + f; return res; } static public float LogisticsSymmetric( float v, float height = 1.0f, float spread = 3.65f ) { float fullHeight = height * 2.0f; float negF = -height; float res = LogisticsFull( v, fullHeight, spread, negF, 0.1f, 0.0f ); return res; } //Tracked these down in Desmos static public float s_a = 0.0f; static public float s_b = 0.155f; static public float s_c = 1.03f; static public float s_d = 6.13f; static public float s_f = -10.2f; static public float s_g = 4.06f; static public float Quintic( float v ) { var vv = v * v; var vvv = vv * v; var vvvv = vvv * v; var vvvvv= vvvv * v; var res = s_a + s_b*v + s_c*vv + s_d*vvv + s_f*vvvv + s_g * vvvvv; return res; } static public float s_p = 0.37f; static public float s_o = 0.15f; static public float s_m = 2.11f; static public float s_n = -0.57f; static public float PerlinToContinent( float h ) { var res = Quintic( s_m * h + s_n ) * s_o + s_p; return res; } static public float SmoothStepCos( float v ) { var dV = (double)v; var newV = 0.5 - 0.5 * Math.Cos( Math.PI * dV ); return (float)newV; } static public float SmoothStepSquare( float v ) { var dV = (double)v; var newV = dV * dV * (3.0 - 2.0 * dV); return (float)newV; } static public float SmoothStepCube( float v ) { var dV = (double)v; var newV = dV * dV * dV * ( 6.0 * dV * dV - 15.0 * dV + 10.0 ); return (float)newV; } } }