abs(x) = x * (sign(x));
A translation of abs(x)
Started by Magmaramus, Jan 04 2012 05:09 AM
3 replies to this topic
#1
Posted 04 January 2012 - 05:09 AM
I came up with this in math class today. It's probably useless but I'm posting it anyway.
#2
Posted 04 January 2012 - 05:31 AM
Normally, if you'd want this in script, you would do:
if (argument0 < 0) return -argument0 return argument0Or in some gm-specific way:
var n; n = (argument0 < 0) return (n * -argument0) + (!n * +argument0)Or even more gm-specific way:
return ((argument0 >= 0) - 0.5) * 2 * argument0
#3
Posted 04 January 2012 - 12:49 PM
Absolute values are generally calculated like this:
1 dimension - abs(x)=sqrt(sqr(x))
2 dimensions - abs(x,y)=sqrt(sqr(x)+sqr(y))
3 dimensions - abs(x,y,z)=sqrt(sqr(x)+sqr(y)+sqr(z))
Though, as square root is rather slow, it's better to use the already built in functions:
Abs(x)
Point_distance(x1,y1,x2,y2)
Point_distance_3d(bleh)
1 dimension - abs(x)=sqrt(sqr(x))
2 dimensions - abs(x,y)=sqrt(sqr(x)+sqr(y))
3 dimensions - abs(x,y,z)=sqrt(sqr(x)+sqr(y)+sqr(z))
Though, as square root is rather slow, it's better to use the already built in functions:
Abs(x)
Point_distance(x1,y1,x2,y2)
Point_distance_3d(bleh)
#4
Posted 03 March 2012 - 04:05 PM
I've found out this:
a mod b = a - b*floor(a/b)
a mod b = a - b*floor(a/b)
Edited by Digisynth, 04 March 2012 - 10:14 AM.
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