# ๐งฎ Math#

`bs.math:_`

The beatifull world of mathematicsโฆ **in Minecraft!**

โMathematics has very subtle inventions that can be of great service, both to satisfy the curious and to facilitate all arts and reduce the labor of men.โ

โRenรฉ Descartes

## ๐ง Functions#

You can find below all the function available in this module.

### Arccosine#

`bs.math:trgi/arccos`

Calculate the arccosinus of a value between -1 and 1

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The value you want to calculate the arccosine of, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the calculation, in degrees (not shifted)

- (score)
- Example
Calculate and display the arccos of 0,42

# Once scoreboard players set @s bs.in.0 420 function bs.math:arccos tellraw @a [{"text":"arccos(0.42) = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

Credits: KubbyDev

### Arcsine#

`bs.math:trg/arcsin`

Compute the arcsinus of a value between -1 and 1

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The value you want to calculate the arcsine of, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the calculation, in degrees (not shifted)

- (score)
- Example
Calculate and display the arcsinus of 0.42

# Once scoreboard players set @s bs.in.0 420 function bs.math:arcsin tellraw @a [{"text":"arcsin(0.42) = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

Credits: KubbyDev

### Arctangent#

`bs.math:arctan`

Compute the arctangent of a value between -infinite and +infinite

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The value you want to calculate the arctangent of, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the calculation, in degrees (not shifted)

- (score)
- Example
Calculate and display the arctan of 0.42

# Once scoreboard players set @s bs.in.0 420 function bs.math:arctan tellraw @a [{"text":"arctan(0.42) = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

How does it work?

This function use two approximations to calculate the arctangent of a value:

Credits: Leirof

### Basis rotation 3D#

`bs.math:basis_rotation_3d`

Allows to obtain the equivalent of the vector passed in parameter in a base with a different orientation. Useful to convert an absolute/relative position into a local position for a given entity.

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the computation on

- (scores)
`@s bs.in.[0,1,2]`

Vector coordinates \((X,Y,Z)\) in the starting base

- (scores)
`@s bs.in.[3,4]`

Horizontal angle \(\phi\) (along \(\hat{y}\)) and vertical angle \(\theta\) (along \(\hat{\phi}\)) rotation (in degree) from the starting base

Basis system

This system use the Minecraft coordinate system. Thus:

\(\hat{y}\) is the vertical axis.

\(\phi=0\) (starting point of the horizontal angle) is along the \(\hat{z}\) axis.

\(\theta=0\) (starting point of the vertical angle) is on the horizontal plane.

- (execution)
- Outputs
- (scores)
`bs.out.[0,1,2]`

Vector coordinates \((X',Y',Z')\) in the target base

- (scores)
- Examples
A block is in ~2 ~5 ~10 from me, I want to have this position in local coordinate (^? ^? ^?)

# One time # Relative coordinates (we multiply by 1000 to have more precision on the result, which will also be multiplied by 1000) scoreboard players set @s bs.in.0 2000 scoreboard players set @s bs.in.1 5000 scoreboard players set @s bs.in.2 10000 # Difference between my orientation (= that of the coondata grid ^X ^Y ^Z) and the orientation of the Minecraft blocks grid (~X ~Y ~Z) function bs.orientation:get scoreboard players operation @s bs.in.3 = @s bs.ori.h scoreboard players operation @s bs.in.4 = @s bs.ori.v # Perform the basic rotation function bs.math:basis_rotation_3d # See the result tellraw @a [{"text": "X = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"},{"text":", Y = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs. out.1"},"color":"gold"},{"text":", Z = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.2"},"color":"gold"}]

I want to have a vector pointing to where Iโm looking, but in relative coordinates ~X ~Y ~Z (also called โclassicalโ vector in this library)

# Once # Retrieve a vector ^ ^ ^1 corresponding to a vector directed according to the orientation of the entity (we multiply by 1000 to have more precision on the result, which will also be multiplied by 1000) scoreboard players set @s bs.in.0 0 scoreboard players set @s bs.in.1 0 scoreboard players set @s bs.in.2 1000 # Get the orientation function bs.orientation:get scoreboard players operation @s bs.in.3 = @s bs.ori.h scoreboard players operation @s bs.in.4 = @s bs.ori.v # Reversal of the orientation since we want to have the relative orientation of the game grid compared to the orientation of the player (unlike the previous example) scoreboard players operation @s bs.in.3 *= -1 bs.const scoreboard players operation @s bs.in.4 *= -1 bs.const # Perform the basic rotation function bs.math:basis_rotation_3d # See the result tellraw @a [{"text": "X = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"},{"text":", Y = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs. out.1"},"color":"gold"},{"text":", Z = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.2"},"color":"gold"}]

Credits: Leirof

### Cosine#

`bs.math:cos`

Compute the cosine of an angle between 0 and 360

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The angle in degrees

- (execution)
- Outputs
- (score)
`@s bs.out.0`

The cosine of the angle shifted by 3 digits (ex: 0.42 -> 420)

- (score)
- Example
Calculate and display the cosine of 42

# Once scoreboard players set @s bs.in.0 42 function bs.math:cos tellraw @a [{"text": "cos(42) = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

How does it work?

This function use the property \(\cos(x) = \sin(x + 90)\) to compute the cosine of an angle. It then uses the sine function to compute the result.

Credits: Leirof

### Exponential#

`bs.math:exp`

Compute the exponential of the number passed in parameter on
the score `bs.in.0`

and return the result on the score `bs.out.0`

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

The number to be exponentiated shifted by two digits (1,2345 -> 123) for better precision in integer scores

Technical limitation

Due to the limit of integers that can be stored in a score, the interval of

`bs.in.0`

is limited to`[-600,1200]`

(i.e.`[-6;12]`

in real value)- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the operation shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (score)
- Example
Calculate \(exp(3)\)

# Once scoreboard players set @s bs.in.0 300 function bs.math:exp tellraw @a [{"text":"exp(3)*10^3 = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

Note

We are looking for a better implementation of this function. If you have any ideas, please join our Discord server to discuss with us!

Credits: KubbyDev

### Factorial#

`bs.math:factorial`

Compute the factorial of the number

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

The number to be factorialized

Technical limitation

Due to the limit of integers that can be stored in a score, the interval of

`bs.in.0`

is limited to`[0,12]`

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the operation

- (score)
- Example
Compute \(3!\)

# Once scoreboard players set @s bs.in.0 3 function bs.math:factorial tellraw @a [{"text": "3! = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

Credits: KubbyDev

### Greatest common denominator#

`bs.math:gcd`

Compute the greatest common denominator of two numbers

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

The first number

- (score)
`@s bs.in.1`

The second number

- (execution)
- Output
- (score)
`@s bs.out.0`

The greatest common denominator

- (score)
- Example
Calculate the greatest common denominator between 16 and 12

# Once scoreboard players set @s bs.in.0 16 scoreboard players set @s bs.in.1 12 function bs.math:gcd tellraw @a [{"text": "gcd(16,12) = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

Credits: Leirof

### Logarithm#

`bs.math:log`

Compute the Neperian logarithm (base e) of a number

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

The number to be logarithmized, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the operation, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (score)
- Example
Calculate \(ln(28)\)

# Once scoreboard players set @s bs.in.0 28000 function bs.math:log tellraw @a [{"text":"ln(28)*10^3 = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

`bs.math:log2`

Compute the logarithm in base 2 of a number

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

The number to be logarithmized, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the operation, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (score)
- Example
Calculate \(log_2(28)\):

# Once scoreboard players set @s bs.in.0 28000 function bs.math:log2 tellraw @a [{"text":"log2(28)*10^3 = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

`bs.math:log10`

Compute the logarithm in base 10 of a number

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

The number to be logarithmized, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the operation, shifted by 3 digits (1,2345 -> 1234) for better precision in integer scores

- (score)
- Example
Calculate \(log_{10}(28)\)

# Once scoreboard players set @s bs.in.0 28000 function bs.math:log10 tellraw @a [{"text":"log10(28)*10^3 = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

`bs.math:loga`

Computes the logarithm in base a of a number

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

- (score)
`@s bs.in.1`

The base of the logarithm (not shifted)

- (execution)
- Output
- (score)
`@s bs.out.0`

- (score)
- Example
Calculate \(log_4(28)\)

# Once scoreboard players set @s bs.in.0 28000 scoreboard players set @s bs.in.1 4 function bs.math:loga tellraw @a [{"text":"log4(28)*10^3 = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

Credits: KubbyDev

### Power#

`bs.math:pow`

Compute \(x^y\)

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The base

- (score)
`@s bs.in.1`

The exponent

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the calculation

- (score)
- Example
Compute \(2^6\)

# Once scoreboard players set @s bs.in.0 2 scoreboard players set @s bs.in.1 6 function bs.math:pow tellraw @a [{"text": "2^6 = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

`bs.math:pow/scale/3`

Compute \(x^y\)

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The base, a number shifted by 3 digits (1,2345 -> 1234)

- (score)
`@s bs.in.1`

The exponent, not shifted

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the calculation, a number shifted by 3 digits (1,2345 -> 1234)

- (score)
- Example
Compute \(2.345^6\)

# Once scoreboard players set @s bs.in.0 2345 scoreboard players set @s bs.in.1 6 function bs.math:pow/scale/3 tellraw @a [{"text": "2.345^6 = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

Credits: Leirof

### Random#

`bs.math:random`

Generates a random number

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (execution)
- Output
- (score)
`@s bs.out.0`

An integer random number between \(-2^{31}\) and \(2^{31}-1\)

Tip

To reduce this interval, execute the function then do a โmoduloโ operation on the result (random % 10 -> the random number will be included in the interval [0;9])

- (score)
- Example
Get and display a random number between 0 and 100:

# Once function bs.math:random scoreboard players operation @s bs.out.0 %= 101 bs.const tellraw @a [{"text": "random() = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}] Beware: the score `bs.const` does not contain all possible values. Make sure the value you want to use exists and initialize it if necessary.

Credits: Kikipunk

### Retrieve the next power of 2#

`bs.math:get_next_pow2`

Compute the power of 2 directly superior to the number given in parameter.

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The number from which you want to calculate the next power of 2

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the calculation

- (score)
- Example
Find the power of 2 greater than 43

# Once scoreboard players set @s bs.in.0 43 function bs.math:get_next_pow2 tellraw @a [{"text":"get_next_pow2(43) = ","color":"dark_gray"},{"score":{"name":"@s","objective":"bs.out.0"},"color":"gold"}]

Credits: Leirof

### Rounded division#

`bs.math:divide`

Allows you to divide one number by another by rounding the result to the nearest whole number (where Minecraft rounds down to the next whole number).

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the operation on

- (score)
`@s bs.in.0`

The numerator

- (score)
`@s bs.in.1`

The denominator

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the division

- (score)
- Example
Calculate \(9/5\)

# Once scoreboard players set @s bs.in.0 9 scoreboard players set @s bs.in.1 5 function bs.math:divide tellraw @a [{"text": "9 / 5 = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

Credits: Leirof

### Sine#

`bs.math:sin`

Computes the sine of an angle between 0 and 360

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The angle in degrees

- (execution)
- Outputs
- (score)
`@s bs.out.0`

The sine of the angle shifted by 3 digits (ex: 0.42 -> 420)

- (score)
- Example
Calculate and display the sine of 42

# Once scoreboard players set @s bs.in.0 42 function bs.math:sin tellraw @a [{"text": "sin(42) = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

How does it work?

This function use the Bhaskara approximation which tell us that

From this relation, and using the properties

\(\sin(-x) = -\sin(x)\) (antisymetry)

\(\sin(x+360) = \sin(x)\) (periodicity)

We can compute the sine of any angle.

Credits: Leirof

### Square root#

`bs.math:sqrt`

Compute the square root of the number

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The number you want to calculate the square root of

- (execution)
- Output
- (score)
`@s bs.out.0`

The result of the calculation

- (score)
- Example
Calculate and display \(\sqrt{42}\)

# Once scoreboard players set @s bs.in.0 42 function bs.math:sqrt tellraw @a [{"text": "sqrt(42) = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

How does it work?

This system rely on a very simple mathematical concept called dichotomy. As the maximum number that a score can handle is \(2^{31}-1 = 2,147,483,647\), the maximum square root is \(\sqrt{2,147,483,647} \approx 46,340\). Also, we are dealing with only integer number, so we have a finite number of possible square root. The idea is then to take a number at half of the maximum limit and compute the square of this number. If it is upper thant the input, then we decrease our selected number by a quarter of the maximum limit (and if itโs lower, we increase it). We do this operation again and again by increasing/decreasing with \(2^N\) time the maximum numer (\(N\) being the number of iterations) until finding the square root.

As this algorithm converge using a \(2^N\) iterator, the convergeance occure in \(N=\log_2(\text{max limit}) = \log_2(46,340) \approx 16\) iterations.

For a conveniant reason, instead of taking half of the maximum limite, we take the first power of two that is above. In this way, every division by \(2^N\) lead to an integer number.

Credits: Leirof

### Tangent#

`bs.math:tan`

Compute the tangeant of an angle between 0 and 360

- Inputs
- (execution)
`as <entities>`

The entities you want to perform the calculation on

- (score)
`@s bs.in.0`

The angle in degrees (not shifted)

- (execution)
- Outputs
- (score)
`@s bs.out.0`

The tangeant of the angle shifted by 3 digits (ex: 0.42 -> 420)

- (score)
- Example
Calculate and display the tengeante of 42

# Once scoreboard players set @s bs.in.0 42 function bs.math:tan tellraw @a [{"text": "tan(42) = ", "color": "dark_gray"},{"score":{"name":"@s", "objective": "bs.out.0"}, "color": "gold"}]

Credits: Leirof

**๐ฌ Did it help you?**

Feel free to leave your questions and feedbacks below!