namespace VeloBrawl.Titan.Mathematical; public static unsafe class LogicMath { private static readonly int[] SinTable = { 0x0000, 0x0012, 0x0024, 0x0036, 0x0047, 0x0059, 0x006B, 0x007D, 0x008F, 0x00A0, 0x00B2, 0x00C3, 0x00D5, 0x00E6, 0x00F8, 0x0109, 0x011A, 0x012B, 0x013C, 0x014D, 0x015E, 0x016F, 0x0180, 0x0190, 0x01A0, 0x01B1, 0x01C1, 0x01D1, 0x01E1, 0x01F0, 0x0200, 0x020F, 0x021F, 0x022E, 0x023D, 0x024B, 0x025A, 0x0268, 0x0276, 0x0284, 0x0292, 0x02A0, 0x02AD, 0x02BA, 0x02C7, 0x02D4, 0x02E1, 0x02ED, 0x02F9, 0x0305, 0x0310, 0x031C, 0x0327, 0x0332, 0x033C, 0x0347, 0x0351, 0x035B, 0x0364, 0x036E, 0x0377, 0x0380, 0x0388, 0x0390, 0x0398, 0x03A0, 0x03A7, 0x03AF, 0x03B5, 0x03BC, 0x03C2, 0x03C8, 0x03CE, 0x03D3, 0x03D8, 0x03DD, 0x03E2, 0x03E6, 0x03EA, 0x03ED, 0x03F0, 0x03F3, 0x03F6, 0x03F8, 0x03FA, 0x03FC, 0x03FE, 0x03FF, 0x03FF, 0x0400, 0x0400 }; private static readonly byte[] AtanTable = { 0x00, 0x00, 0x01, 0x01, 0x02, 0x02, 0x03, 0x03, 0x04, 0x04, 0x04, 0x05, 0x05, 0x06, 0x06, 0x07, 0x07, 0x08, 0x08, 0x08, 0x09, 0x09, 0x0A, 0x0A, 0x0B, 0x0B, 0x0B, 0x0C, 0x0C, 0x0D, 0x0D, 0x0E, 0x0E, 0x0E, 0x0F, 0x0F, 0x10, 0x10, 0x11, 0x11, 0x11, 0x12, 0x12, 0x13, 0x13, 0x13, 0x14, 0x14, 0x15, 0x15, 0x15, 0x16, 0x16, 0x16, 0x17, 0x17, 0x18, 0x18, 0x18, 0x19, 0x19, 0x19, 0x1A, 0x1A, 0x1B, 0x1B, 0x1B, 0x1C, 0x1C, 0x1C, 0x1D, 0x1D, 0x1D, 0x1E, 0x1E, 0x1E, 0x1F, 0x1F, 0x1F, 0x20, 0x20, 0x20, 0x21, 0x21, 0x21, 0x22, 0x22, 0x22, 0x23, 0x23, 0x23, 0x23, 0x24, 0x24, 0x24, 0x25, 0x25, 0x25, 0x25, 0x26, 0x26, 0x26, 0x27, 0x27, 0x27, 0x27, 0x28, 0x28, 0x28, 0x28, 0x29, 0x29, 0x29, 0x29, 0x2A, 0x2A, 0x2A, 0x2A, 0x2B, 0x2B, 0x2B, 0x2B, 0x2C, 0x2C, 0x2C, 0x2C, 0x2D, 0x2D, 0x2D }; private static readonly byte[] SqrtTable = { 0x00, 0x10, 0x16, 0x1B, 0x20, 0x23, 0x27, 0x2A, 0x2D, 0x30, 0x32, 0x35, 0x37, 0x39, 0x3B, 0x3D, 0x40, 0x41, 0x43, 0x45, 0x47, 0x49, 0x4B, 0x4C, 0x4E, 0x50, 0x51, 0x53, 0x54, 0x56, 0x57, 0x59, 0x5A, 0x5B, 0x5D, 0x5E, 0x60, 0x61, 0x62, 0x63, 0x65, 0x66, 0x67, 0x68, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x80, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F, 0xA0, 0xA0, 0xA1, 0xA2, 0xA3, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA7, 0xA8, 0xA9, 0xAA, 0xAA, 0xAB, 0xAC, 0xAD, 0xAD, 0xAE, 0xAF, 0xB0, 0xB0, 0xB1, 0xB2, 0xB2, 0xB3, 0xB4, 0xB5, 0xB5, 0xB6, 0xB7, 0xB7, 0xB8, 0xB9, 0xB9, 0xBA, 0xBB, 0xBB, 0xBC, 0xBD, 0xBD, 0xBE, 0xBF, 0xC0, 0xC0, 0xC1, 0xC1, 0xC2, 0xC3, 0xC3, 0xC4, 0xC5, 0xC5, 0xC6, 0xC7, 0xC7, 0xC8, 0xC9, 0xC9, 0xCA, 0xCB, 0xCB, 0xCC, 0xCC, 0xCD, 0xCE, 0xCE, 0xCF, 0xD0, 0xD0, 0xD1, 0xD1, 0xD2, 0xD3, 0xD3, 0xD4, 0xD4, 0xD5, 0xD6, 0xD6, 0xD7, 0xD7, 0xD8, 0xD9, 0xD9, 0xDA, 0xDA, 0xDB, 0xDB, 0xDC, 0xDD, 0xDD, 0xDE, 0xDE, 0xDF, 0xE0, 0xE0, 0xE1, 0xE1, 0xE2, 0xE2, 0xE3, 0xE3, 0xE4, 0xE5, 0xE5, 0xE6, 0xE6, 0xE7, 0xE7, 0xE8, 0xE8, 0xE9, 0xEA, 0xEA, 0xEB, 0xEB, 0xEC, 0xEC, 0xED, 0xED, 0xEE, 0xEE, 0xEF, 0xF0, 0xF0, 0xF1, 0xF1, 0xF2, 0xF2, 0xF3, 0xF3, 0xF4, 0xF4, 0xF5, 0xF5, 0xF6, 0xF6, 0xF7, 0xF7, 0xF8, 0xF8, 0xF9, 0xF9, 0xFA, 0xFA, 0xFB, 0xFB, 0xFC, 0xFC, 0xFD, 0xFD, 0xFE, 0xFE, 0xFF }; public static int Abs(int value) { if (value < 0) return -value; return value; } public static int Cos(int angle) { return Sin(angle + 90); } public static int Cos(int angleA, int angleB) { return Sin(angleA + 90, angleB); } public static int GetAngle(int x, int y) { switch (x) { case 0 when y == 0: return 0; case > 0 when y >= 0: { if (y >= x) return 90 - AtanTable[(x << 7) / y]; return AtanTable[(y << 7) / x]; } } var num = Abs(x); if (x <= 0 && y > 0) { if (num < y) return 90 + AtanTable[(num << 7) / y]; return 180 - AtanTable[(y << 7) / num]; } var num2 = Abs(y); if (x < 0 && y <= 0) { if (num2 < num) return 180 + AtanTable[(num2 << 7) / num]; if (num2 == 0) return 0; return 270 - AtanTable[(num << 7) / num2]; } if (num < num2) return 270 + AtanTable[(num << 7) / num2]; return num == 0 ? 0 : NormalizeAngle360(360 - AtanTable[(num2 << 7) / num]); } public static int GetAngle(int a1) { var v1 = a1; var v2 = a1 == 0; var result = 0; if (v2) return result; var v4 = a1 >> 32; if (v1 < 1 || a1 < 0) { var v5 = v1 < 0 ? -v1 : v1; if (v1 > 0 || v4 < 1) { var v6 = v4 < 0 ? -v4 : v4; var v7 = v1 <= -1 && v4 <= 0; if (v7) { if (v6 >= v5) { if (v6 != 0) result = 270 - AtanTable[(v5 << 7) / v6]; } else { result = AtanTable[(v6 << 7) / v5] + 180; } } else if (v5 >= v6) { if (v5 == 0) return result; var v8 = 360 - AtanTable[(v6 << 7) / v5]; result = v8 % 360 + (v8 % 360 < 0 ? 360 : 0); } else { result = AtanTable[(v5 << 7) / v6] + 270; } } else if (v5 >= v4) { result = 180 - AtanTable[(v4 << 7) / v5]; } else { result = AtanTable[(v5 << 7) / v4] + 90; } } else if (a1 >> 32 >= v1) { result = 90 - AtanTable[(v1 << 7) / (a1 >> 32)]; } else { result = AtanTable[((a1 >> 32) << 7) / v1]; } return result; } public static int GetAngleBetween(int angle1, int angle2) { return Abs(NormalizeAngle180(angle1 - angle2)); } public static int GetRotatedX(int x, int y, int angle) { return (x * Cos(angle) - y * Sin(angle)) / 1024; } public static int GetRotatedY(int x, int y, int angle) { return (x * Sin(angle) + y * Cos(angle)) / 1024; } public static int GetRotatedX(int a1, int a2, int a3, bool c) { int v4; int v8; var v3 = (a3 + 90) % 360 + ((a3 + 90) % 360 < 0 ? 360 : 0); if (v3 > 179) { var v5 = v3 - 180; if (v3 - 180 > 90) v5 = 360 - v3; v4 = -SinTable[v5]; } else { if (v3 > 90) v3 = 180 - v3; v4 = SinTable[v3]; } var v6 = v4 * a1; var v7 = a3 % 360 + (a3 % 360 < 0 ? 360 : 0); if (v7 > 179) { var v9 = v7 - 180; if (v7 - 180 > 90) v9 = 360 - v7; v8 = -SinTable[v9]; } else { if (v7 > 90) v7 = 180 - v7; v8 = SinTable[v7]; } return (v6 - v8 * a2) / 1024; } public static int GetRotatedY(int a1, int a2, int a3, bool c) { int v4; int v8; var v3 = a3 % 360 + (a3 % 360 < 0 ? 360 : 0); if (v3 > 179) { var v5 = v3 - 180; if (v3 - 180 > 90) v5 = 360 - v3; v4 = -SinTable[v5]; } else { if (v3 > 90) v3 = 180 - v3; v4 = SinTable[v3]; } var v6 = v4 * a1; var v7 = (a3 + 90) % 360 + ((a3 + 90) % 360 < 0 ? 360 : 0); if (v7 > 179) { var v9 = v7 - 180; if (v7 - 180 > 90) v9 = 360 - v7; v8 = -SinTable[v9]; } else { if (v7 > 90) v7 = 180 - v7; v8 = SinTable[v7]; } return (v6 + v8 * a2) / 1024; } public static int NormalizeAngle180(int angle) { angle = NormalizeAngle360(angle); if (angle >= 180) return angle - 360; return angle; } public static int NormalizeAngle360(int angle) { angle %= 360; if (angle < 0) return angle + 360; return angle; } public static int Sin(int angle) { angle = NormalizeAngle360(angle); if (angle < 180) { if (angle > 90) angle = 180 - angle; return SinTable[angle]; } angle -= 180; if (angle > 90) angle = 180 - angle; return -SinTable[angle]; } public static int Sin(int angleA, int angleB) { angleA = NormalizeAngle360(angleA); if (angleA < 180) { if (angleA > 90) angleA = 180 - angleA; return SinTable[angleA] * angleB / 1024; } angleA -= 180; if (angleA > 90) angleA = 180 - angleA; return -SinTable[angleA] * angleB / 1024; } public static int Sqrt(int value) { fixed (byte* sqrtTable = SqrtTable) { switch (value) { case >= 0x10000: { int num; switch (value) { case >= 0x1000000: { switch (value) { case >= 0x10000000 and >= 0x40000000: { if (value == 0x7FFFFFFF) return 0xFFFF; num = sqrtTable[value >> 24] << 8; break; } case >= 0x10000000: num = sqrtTable[value >> 22] << 7; break; case >= 0x4000000: num = sqrtTable[value >> 20] << 6; break; default: num = sqrtTable[value >> 18] << 5; break; } num = (num + 1 + value / num) >> 1; num = (num + 1 + value / num) >> 1; return num * num <= value ? num : num - 1; } case >= 0x100000 and >= 0x400000: num = sqrtTable[value >> 16] << 4; break; case >= 0x100000: num = sqrtTable[value >> 14] << 3; break; case >= 0x40000: num = sqrtTable[value >> 12] << 2; break; default: num = sqrtTable[value >> 10] << 1; break; } num = (num + 1 + value / num) >> 1; return num * num <= value ? num : num - 1; } case >= 0x100: { var num = value switch { >= 0x1000 and >= 0x4000 => sqrtTable[value >> 8] + 1, >= 0x1000 => (sqrtTable[value >> 6] >> 1) + 1, >= 0x400 => (sqrtTable[value >> 4] >> 2) + 1, _ => (sqrtTable[value >> 2] >> 3) + 1 }; return num * num <= value ? num : num - 1; } case >= 0: return sqrtTable[value] >> 4; default: return -1; } } } public static uint SqrtApproximate(int a1, int a2) { if (a1 < 0) a1 = -a1; if (a2 < 0) a2 = -a2; var v2 = a1 < a2; var v3 = a2; if (a1 > a2) a2 = a1; if (v2) v3 = a1; return (uint)(a2 + ((uint)(53 * v3) >> 7)); } public static int Clamp(int clampValue, int minValue, int maxValue) { if (clampValue >= maxValue) return maxValue; return clampValue <= minValue ? minValue : clampValue; } public static int Max(int valueA, int valueB) { return valueA >= valueB ? valueA : valueB; } public static int Min(int valueA, int valueB) { return valueA <= valueB ? valueA : valueB; } public static int GetRadius(int x, int y) { x = Abs(x); y = Abs(y); var maxValue = Max(x, y); var minValue = Min(x, y); return maxValue + ((53 * minValue) >> 7); } }