fixed AngleDiff(fixed a, fixed b)
– returns the shortest signed rotation angle needed to go from angle A to angle B. Result is always in [-0.5, 0.5]. Both A and B may be outside [0.0, 1.0].num gcf(num a, num b)
– returns the greatest common factor of two numbers.Since some functions need to return a vector or a pair of angles, they use the ACSUtils multiple return values convention.
Functions returning one value:
fixed VectorLength3D(fixed x, fixed y, fixed z)
– a 3D version of VectorLength. Shorthand for VectorLength(z, VectorLength(x, y))
.fixed SqVectorLength(fixed x, fixed y)
– squared length of 2D vector.fixed SqVectorLength3D(fixed x, fixed y, fixed z)
– squared length of 3D vector.fixed dot2(fixed x1, fixed y1, fixed x2, fixed y2)
– dot product of two 2D vectors.fixed dot3(fixed x1, fixed y1, fixed z1, fixed x2, fixed y2, fixed z2)
– dot product of two 3D vectors.Functions returning two values:
fixed, fixed normalize2d(fixed x, fixed y)
– returns normalized 2D vector (same direction, but length 1.0)fixed, fixed VectorToAngles(fixed x, fixed y, fixed z)
– converts vector to a pair of angles (angle and pitch)fixed, fixed RotateVector(fixed x, fixed y, fixed angle)
– returns vector rotated by anglefixed, fixed RotateVectorCS(fixed x, fixed y, fixed rx, fixed ry)
– returns vector rotated by another vector's angle. Result is multipled by the second vector's length. If the second vector is normalized, it's a (cos(angle), sin(angle)) vector of rotation angle.fixed, fixed RotatePoint(fixed x, fixed y, fixed originX, fixed originY, fixed angle)
– returns 2D point rotated by angle around the origin.Functions returning three values:
fixed, fixed, fixed normalize3d(fixed x, fixed y, fixed z)
– returns normalized 3D vector.fixed, fixed, fixed AnglesToVector(fixed angle, fixed pitch)
– converts a pair of angles to a vector of length 1.
num mod(num x, num period)
– just like x % period
, but performs “true” modulo division, without negative results or mirrorings. It's as if you began at 0 in space [0, period) with wraparound, and moved X steps to the right.
Example of practical use of mod
that wouldn't work with %
:
int NUM_MENU_ITEMS = 10; int selected_item = 0; if (KeyPressed(BT_FORWARD)) selected_item--; if (KeyPressed(BT_BACK)) selected_item++; // wrap around selected_item = mod(selected_item, NUM_MENU_ITEMS);