[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.

This commit is contained in:
Harald Csaszar 2020-01-24 12:56:23 +01:00
parent c568169821
commit e62c42c041

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@ -27,6 +27,8 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
//#define USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
using System; using System;
namespace Spine { namespace Spine {
@ -47,6 +49,7 @@ namespace Spine {
static Random random = new Random(); static Random random = new Random();
#if USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
static MathUtils () { static MathUtils () {
for (int i = 0; i < SIN_COUNT; i++) for (int i = 0; i < SIN_COUNT; i++)
sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull); sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull);
@ -54,22 +57,22 @@ namespace Spine {
sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad); sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
} }
/// <summary>Returns the sine in radians from a lookup table.</summary> /// <summary>Returns the sine of a given angle in radians from a lookup table.</summary>
static public float Sin (float radians) { static public float Sin (float radians) {
return sin[(int)(radians * RadToIndex) & SIN_MASK]; return sin[(int)(radians * RadToIndex) & SIN_MASK];
} }
/// <summary>Returns the cosine in radians from a lookup table.</summary> /// <summary>Returns the cosine of a given angle in radians from a lookup table.</summary>
static public float Cos (float radians) { static public float Cos (float radians) {
return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK]; return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK];
} }
/// <summary>Returns the sine in radians from a lookup table.</summary> /// <summary>Returns the sine of a given angle in degrees from a lookup table.</summary>
static public float SinDeg (float degrees) { static public float SinDeg (float degrees) {
return sin[(int)(degrees * DegToIndex) & SIN_MASK]; return sin[(int)(degrees * DegToIndex) & SIN_MASK];
} }
/// <summary>Returns the cosine in radians from a lookup table.</summary> /// <summary>Returns the cosine of a given angle in degrees from a lookup table.</summary>
static public float CosDeg (float degrees) { static public float CosDeg (float degrees) {
return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK]; return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK];
} }
@ -91,7 +94,32 @@ namespace Spine {
atan = PI / 2 - z / (z * z + 0.28f); atan = PI / 2 - z / (z * z + 0.28f);
return y < 0f ? atan - PI : atan; return y < 0f ? atan - PI : atan;
} }
#else
/// <summary>Returns the sine of a given angle in radians.</summary>
static public float Sin (float radians) {
return (float)Math.Sin(radians);
}
/// <summary>Returns the cosine of a given angle in radians.</summary>
static public float Cos (float radians) {
return (float)Math.Cos(radians);
}
/// <summary>Returns the sine of a given angle in degrees.</summary>
static public float SinDeg (float degrees) {
return (float)Math.Sin(degrees * DegRad);
}
/// <summary>Returns the cosine of a given angle in degrees.</summary>
static public float CosDeg (float degrees) {
return (float)Math.Cos(degrees * DegRad);
}
/// <summary>Returns the atan2 using Math.Atan2.</summary>
static public float Atan2 (float y, float x) {
return (float)Math.Atan2(y, x);
}
#endif
static public float Clamp (float value, float min, float max) { static public float Clamp (float value, float min, float max) {
if (value < min) return min; if (value < min) return min;
if (value > max) return max; if (value > max) return max;