2025-07-16 01:35:13 +02:00

119 lines
4.2 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine;
/**
* Various math utility functions.
*/
class MathUtils {
static public var PI:Float = Math.PI;
static public var PI2:Float = Math.PI * 2;
static public var invPI2 = 1 / MathUtils.PI2;
static public var radDeg:Float = 180 / Math.PI;
static public var degRad:Float = Math.PI / 180;
/**
* Returns the cosine in degrees.
* @param degrees The angle in degrees.
* @return The cosine.
*/
static public function cosDeg(degrees:Float):Float {
return Math.cos(degrees * degRad);
}
/**
* Returns the sine in degrees.
* @param degrees The angle in degrees.
* @return The sine.
*/
static public function sinDeg(degrees:Float):Float {
return Math.sin(degrees * degRad);
}
/**
* Returns the arc tangent in degrees.
* @param y The y-coordinate.
* @param x The x-coordinate.
* @return The arc tangent in degrees.
*/
static public function atan2Deg(y:Float, x:Float):Float {
return Math.atan2(y, x) * MathUtils.radDeg;
}
/**
* Clamps a value between a minimum and maximum value.
* @param value The value to clamp.
* @param min The minimum value.
* @param max The maximum value.
* @return The clamped value.
*/
static public function clamp(value:Float, min:Float, max:Float):Float {
if (value < min)
return min;
if (value > max)
return max;
return value;
}
/**
* Returns the signum function of the value.
* @param value The value.
* @return -1 if the value is negative, 1 if the value is positive, 0 if the value is zero.
*/
static public function signum(value:Float):Float {
return value > 0 ? 1 : value < 0 ? -1 : 0;
}
/**
* Returns a random number between the specified minimum and maximum values using a triangular distribution.
* @param min The minimum value.
* @param max The maximum value.
* @return A random number using a triangular distribution.
*/
static public function randomTriangular(min:Float, max:Float):Float {
return randomTriangularWith(min, max, (min + max) * 0.5);
}
/**
* Returns a random number between the specified minimum and maximum values using a triangular distribution.
* @param min The minimum value.
* @param max The maximum value.
* @param mode The mode of the triangular distribution.
* @return A random number using a triangular distribution.
*/
static public function randomTriangularWith(min:Float, max:Float, mode:Float):Float {
var u:Float = Math.random();
var d:Float = max - min;
if (u <= (mode - min) / d)
return min + Math.sqrt(u * d * (mode - min));
return max - Math.sqrt((1 - u) * d * (max - mode));
}
}