1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
#![doc = include_str!("../README.md")]
#![feature(int_roundings)]
#![feature(const_for)]
#![allow(incomplete_features)]
#![feature(generic_const_exprs)]
mod difficulty;
pub use difficulty::*;
mod resource_location;
pub use resource_location::*;
mod game_type;
pub use game_type::*;
mod position;
pub use position::*;
mod direction;
pub use direction::*;
mod delta;
pub use delta::*;
mod particle;
pub use particle::*;
mod cursor3d;
pub use cursor3d::*;
mod bitset;
pub use bitset::*;
mod aabb;
pub use aabb::*;
mod block_hit_result;
pub use block_hit_result::*;
// some random math things used in minecraft are defined down here
// TODO: make this generic
pub fn binary_search(mut min: i32, max: i32, predicate: &dyn Fn(i32) -> bool) -> i32 {
let mut diff = max - min;
while diff > 0 {
let diff_mid = diff / 2;
let mid = min + diff_mid;
if predicate(mid) {
diff = diff_mid;
} else {
min = mid + 1;
diff -= diff_mid + 1;
}
}
min
}
pub fn lcm(a: u32, b: u32) -> u64 {
let gcd = gcd(a, b);
(a as u64) * (b / gcd) as u64
}
pub fn gcd(mut a: u32, mut b: u32) -> u32 {
while b != 0 {
let t = b;
b = a % b;
a = t;
}
a
}
pub fn lerp<T: num_traits::Float>(amount: T, a: T, b: T) -> T {
a + amount * (b - a)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_gcd() {
assert_eq!(gcd(0, 0), 0);
assert_eq!(gcd(1, 1), 1);
assert_eq!(gcd(0, 1), 1);
assert_eq!(gcd(1, 0), 1);
assert_eq!(gcd(12, 8), 4);
assert_eq!(gcd(8, 12), 4);
assert_eq!(gcd(12, 9), 3);
assert_eq!(gcd(9, 12), 3);
assert_eq!(gcd(12, 7), 1);
assert_eq!(gcd(7, 12), 1);
}
}
|