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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp] Fixed precision problems when inherit rotation is disabled and parent rotated by disabling sin/cos/atan2 look up table based implementation. Define can manually be enabled in code in case anyone really receives any measuarable performance impact (which I did not). Closes #1606.
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c568169821
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@ -27,6 +27,8 @@
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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//#define USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
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using System;
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using System;
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namespace Spine {
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namespace Spine {
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@ -47,6 +49,7 @@ namespace Spine {
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static Random random = new Random();
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static Random random = new Random();
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#if USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
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static MathUtils () {
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static MathUtils () {
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for (int i = 0; i < SIN_COUNT; i++)
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for (int i = 0; i < SIN_COUNT; i++)
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sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull);
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sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull);
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@ -54,22 +57,22 @@ namespace Spine {
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sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
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sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
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}
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}
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/// <summary>Returns the sine in radians from a lookup table.</summary>
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/// <summary>Returns the sine of a given angle in radians from a lookup table.</summary>
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static public float Sin (float radians) {
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static public float Sin (float radians) {
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return sin[(int)(radians * RadToIndex) & SIN_MASK];
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return sin[(int)(radians * RadToIndex) & SIN_MASK];
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}
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}
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/// <summary>Returns the cosine in radians from a lookup table.</summary>
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/// <summary>Returns the cosine of a given angle in radians from a lookup table.</summary>
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static public float Cos (float radians) {
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static public float Cos (float radians) {
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return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK];
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return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK];
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}
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}
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/// <summary>Returns the sine in radians from a lookup table.</summary>
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/// <summary>Returns the sine of a given angle in degrees from a lookup table.</summary>
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static public float SinDeg (float degrees) {
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static public float SinDeg (float degrees) {
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return sin[(int)(degrees * DegToIndex) & SIN_MASK];
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return sin[(int)(degrees * DegToIndex) & SIN_MASK];
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}
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}
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/// <summary>Returns the cosine in radians from a lookup table.</summary>
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/// <summary>Returns the cosine of a given angle in degrees from a lookup table.</summary>
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static public float CosDeg (float degrees) {
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static public float CosDeg (float degrees) {
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return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK];
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return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK];
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}
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}
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@ -91,7 +94,32 @@ namespace Spine {
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atan = PI / 2 - z / (z * z + 0.28f);
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atan = PI / 2 - z / (z * z + 0.28f);
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return y < 0f ? atan - PI : atan;
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return y < 0f ? atan - PI : atan;
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}
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}
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#else
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/// <summary>Returns the sine of a given angle in radians.</summary>
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static public float Sin (float radians) {
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return (float)Math.Sin(radians);
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}
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/// <summary>Returns the cosine of a given angle in radians.</summary>
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static public float Cos (float radians) {
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return (float)Math.Cos(radians);
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}
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/// <summary>Returns the sine of a given angle in degrees.</summary>
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static public float SinDeg (float degrees) {
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return (float)Math.Sin(degrees * DegRad);
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}
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/// <summary>Returns the cosine of a given angle in degrees.</summary>
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static public float CosDeg (float degrees) {
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return (float)Math.Cos(degrees * DegRad);
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}
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/// <summary>Returns the atan2 using Math.Atan2.</summary>
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static public float Atan2 (float y, float x) {
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return (float)Math.Atan2(y, x);
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}
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#endif
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static public float Clamp (float value, float min, float max) {
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static public float Clamp (float value, float min, float max) {
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if (value < min) return min;
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if (value < min) return min;
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if (value > max) return max;
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if (value > max) return max;
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