/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { public static class MathUtils { public const float PI = 3.1415927f; public const float PI2 = PI * 2; public const float RadDeg = 180f / PI; public const float DegRad = PI / 180; const int SIN_BITS = 14; // 16KB. Adjust for accuracy. const int SIN_MASK = ~(-1 << SIN_BITS); const int SIN_COUNT = SIN_MASK + 1; const float RadFull = PI * 2; const float DegFull = 360; const float RadToIndex = SIN_COUNT / RadFull; const float DegToIndex = SIN_COUNT / DegFull; static float[] sin = new float[SIN_COUNT]; static Random random = new Random(); static MathUtils () { for (int i = 0; i < SIN_COUNT; i++) sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull); for (int i = 0; i < 360; i += 90) sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad); } /// Returns the sine in radians from a lookup table. static public float Sin (float radians) { return sin[(int)(radians * RadToIndex) & SIN_MASK]; } /// Returns the cosine in radians from a lookup table. static public float Cos (float radians) { return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK]; } /// Returns the sine in radians from a lookup table. static public float SinDeg (float degrees) { return sin[(int)(degrees * DegToIndex) & SIN_MASK]; } /// Returns the cosine in radians from a lookup table. static public float CosDeg (float degrees) { return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK]; } /// Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323 /// degrees), largest error of 0.00488 radians (0.2796 degrees). static public float Atan2 (float y, float x) { if (x == 0f) { if (y > 0f) return PI / 2; if (y == 0f) return 0f; return -PI / 2; } float atan, z = y / x; if (Math.Abs(z) < 1f) { atan = z / (1f + 0.28f * z * z); if (x < 0f) return atan + (y < 0f ? -PI : PI); return atan; } atan = PI / 2 - z / (z * z + 0.28f); return y < 0f ? atan - PI : atan; } static public float Clamp (float value, float min, float max) { if (value < min) return min; if (value > max) return max; return value; } static public float RandomTriangle(float min, float max) { return RandomTriangle(min, max, (min + max) * 0.5f); } static public float RandomTriangle(float min, float max, float mode) { float u = (float)random.NextDouble(); float d = max - min; if (u <= (mode - min) / d) return min + (float)Math.Sqrt(u * d * (mode - min)); return max - (float)Math.Sqrt((1 - u) * d * (max - mode)); } } public abstract class IInterpolation { public static IInterpolation Pow2 = new Pow(2); public static IInterpolation Pow2Out = new PowOut(2); protected abstract float Apply(float a); public float Apply(float start, float end, float a) { return start + (end - start) * Apply(a); } } public class Pow: IInterpolation { public float Power { get; set; } public Pow(float power) { Power = power; } protected override float Apply(float a) { if (a <= 0.5f) return (float)Math.Pow(a * 2, Power) / 2; return (float)Math.Pow((a - 1) * 2, Power) / (Power % 2 == 0 ? -2 : 2) + 1; } } public class PowOut : Pow { public PowOut(float power) : base(power) { } protected override float Apply(float a) { return (float)Math.Pow(a - 1, Power) * (Power % 2 == 0 ? -1 : 1) + 1; } } }