this post was submitted on 11 Oct 2023
18 points (90.9% liked)

Godot

5873 readers
24 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

[email protected]

Credits

founded 1 year ago
MODERATORS
 

I have a min and max position of an object and I want to represent an arbitrary point between them as a float between 0.0 and 1.0. This feels relatively basic math, but I can't quite figure out what I need to do with this. Is there a special name for this sort of thing? Also, are there any built-in methods that would be useful for this?

top 15 comments
sorted by: hot top controversial new old
[–] [email protected] 13 points 1 year ago (1 children)
[–] [email protected] 2 points 1 year ago

I think that may work! Thanks!

[–] [email protected] 6 points 1 year ago* (last edited 1 year ago)

Maybe you’re looking for lerp()?

Given two vectors and a value between 1.0 and 0, it’ll produce a vector at a point between the inputs.

https://docs.godotengine.org/en/stable/classes/class_vector2.html#class-vector2-method-lerp

[–] [email protected] 5 points 1 year ago (1 children)

I think /u/breadsmasher has your answer, but FWIW, mapping from an arbitrary range onto the range of 0.0 to 1.0 is called normalization

Not sure if there's a name for the opposite operation

[–] [email protected] 4 points 1 year ago

Here's a Wikipedia article where they just call it Rescaling

https://en.m.wikipedia.org/wiki/Feature_scaling#Methods

[–] [email protected] 4 points 1 year ago

Sounds like inverse lerp

[–] [email protected] 3 points 1 year ago* (last edited 1 year ago) (1 children)

Well there is normalization , regularization, and standardization, but it basically depends on what you want to do and what implications that has for your data.

X is the set and x is a value in that set.

So:

1 - { [ max(X) - x ] / [ max(X)- min(X) ] }

or alternatively,

[x- min(X)] / [max(X)-min(X)]

Should do what you are asking, which sounds like normalization. That will normalize your values between 0 and 1. However, it wont do anything about your data being skewed to one side or the other. So the mean of this value won't be 0.5, the halfway point between 0 and 1.

If you want something like that, you will need to standardize your data prior to running the above algorithm:

Something like:

[ x - mean(X) ] / std(X)

This will center your data around 0. If you then apply the first function (normalization), it should now be centered around 0.5 (even if it is not normally distributed).

[–] [email protected] 2 points 1 year ago

OP might also be interested in the reverse operation. If s is your number from 0 to 1, the corresponding position in the "real" space is min + s * (max-min), which can also be written as (1-s)min + smax . This is sometimes called a linear interpolation, or a weighted average. Note that you can also use the same formulas with s smaller than zero and larger than one, thus performing linear extrapolation. Finally, these same formulas apply in higher dimensions, just think of min and max as the coordinates of two vectors, and appy these formulas for each coordinate, and you get linear interpolation between your two vectors.

[–] o11c 2 points 1 year ago (3 children)

Related, note that division is much slower than multiplication.

Instead of:

n / d

see if you can refactor it to:

n * (1.0/d)

where that inverse can then be hoisted out of loops.

[–] [email protected] 3 points 1 year ago* (last edited 1 year ago)

Just to clarify, the value in parentheses must be precalculated.

For example, instead of:

n / 2

Do:

n * 0.5
[–] [email protected] 2 points 1 year ago (1 children)

This is something for compiler writers to worry about.

[–] o11c 1 points 1 year ago

Compilers are generally forbidden from optimizing floating-point arithmetic, since it can change precision.

[–] [email protected] 1 points 1 year ago

If multiplication vs division is causing perf issues you fucked up somewhere or shouldn't be asking on Lemmy for help because your performance critical system is of the safety and health type.

I've never had division actually be a real issue.

[–] nathanjent 1 points 1 year ago
[–] DaleGribble88 1 points 1 year ago

Not overly familiar with Godot, but this is a classic use case for an easing function like Lerp. Read more here: https://www.febucci.com/2018/08/easing-functions/