116 lines
3.5 KiB
C#
116 lines
3.5 KiB
C#
using System.Numerics;
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using Core.Annotations;
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namespace Core.Utils;
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[Injectable(InjectionType.Singleton)]
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public class MathUtil
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{
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/// <summary>
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/// Helper to create the sum of all list elements
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/// </summary>
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/// <param name="values">List of floats to sum</param>
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/// <returns>sum of all values</returns>
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public float ListSum(List<float> values)
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{
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// Sum the list starting with an initial value of 0
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return values.Aggregate(0f, (sum, x) => sum + x);
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}
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/// <summary>
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/// Helper to create the cumulative sum of all list elements
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/// ListCumSum([1, 2, 3, 4]) = [1, 3, 6, 10]
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/// </summary>
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/// <param name="values">The list with numbers of which to calculate the cumulative sum</param>
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/// <returns>cumulative sum of values</returns>
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public List<float> ListCumSum(List<float> values)
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{
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var cumSumList = new List<float>(values.Count);
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float sum = 0;
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foreach (var value in values)
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{
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sum += value;
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cumSumList.Add(sum);
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}
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return cumSumList;
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}
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/// <summary>
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/// Helper to create the product of each element times factor
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/// </summary>
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/// <param name="values">The list of numbers which shall be multiplied by the factor</param>
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/// <param name="factor">Number to multiply each element by</param>
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/// <returns>A list of elements all multiplied by the factor</returns>
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public List<float> ListProduct(List<float> values, float factor)
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{
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return values.Select(v => v * factor).ToList();
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}
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/// <summary>
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/// Helper to add a constant to all list elements
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/// </summary>
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/// <param name="values">The list of numbers to which the summand should be added</param>
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/// <param name="additive"></param>
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/// <returns>A list of elements with the additive added to all elements</returns>
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public List<float> ListAdd(List<float> values, float additive)
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{
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return values.Select(v => v + additive).ToList();
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}
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/// <summary>
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/// Maps a value from an input range to an output range linearly.
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///
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/// Example:
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/// a_min = 0; a_max=1;
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/// b_min = 1; b_max=3;
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/// MapToRange(0.5, a_min, a_max, b_min, b_max) // returns 2
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///
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/// </summary>
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/// <param name="x">The value from the input range to be mapped to the output range.</param>
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/// <param name="minIn">Minimum of the input range.</param>
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/// <param name="maxIn">Maximum of the input range.</param>
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/// <param name="minOut">Minimum of the output range.</param>
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/// <param name="maxOut">Maximum of the output range.</param>
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/// <returns>The result of the mapping.</returns>
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public double MapToRange(double x, double minIn, double maxIn, double minOut, double maxOut)
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{
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var deltaIn = maxIn - minIn;
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var deltaOut = maxOut - minOut;
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var xScale = (x - minIn) / deltaIn;
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return Math.Max(minOut, Math.Min(maxOut, minOut + xScale * deltaOut));
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}
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/// <summary>
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/// Linear interpolation
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/// e.g. used to do a continuous integration for quest rewards which are defined for specific support centers of pmcLevel
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/// </summary>
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/// <param name="xp">The point of x at which to interpolate</param>
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/// <param name="x">Support points in x (of same length as y)</param>
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/// <param name="y">Support points in y (of same length as x)</param>
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/// <returns>Interpolated value at xp, or null if xp is out of bounds</returns>
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public static double? Interp1(double xp, double[] x, double[] y)
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{
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if (xp > x[^1]) // ^1 is the last index in C#
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{
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return y[^1];
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}
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if (xp < x[0])
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{
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return y[0];
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}
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for (var i = 0; i < x.Length - 1; i++)
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{
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if (xp >= x[i] && xp <= x[i + 1])
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{
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return y[i] + (xp - x[i]) * (y[i + 1] - y[i]) / (x[i + 1] - x[i]);
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}
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}
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return null;
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}
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} |