mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-08 11:46:53 +08:00
119 lines
4.2 KiB
Haxe
119 lines
4.2 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine;
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/**
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* Various math utility functions.
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*/
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class MathUtils {
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static public var PI:Float = Math.PI;
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static public var PI2:Float = Math.PI * 2;
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static public var invPI2 = 1 / MathUtils.PI2;
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static public var radDeg:Float = 180 / Math.PI;
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static public var degRad:Float = Math.PI / 180;
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/**
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* Returns the cosine in degrees.
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* @param degrees The angle in degrees.
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* @return The cosine.
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*/
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static public function cosDeg(degrees:Float):Float {
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return Math.cos(degrees * degRad);
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}
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/**
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* Returns the sine in degrees.
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* @param degrees The angle in degrees.
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* @return The sine.
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*/
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static public function sinDeg(degrees:Float):Float {
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return Math.sin(degrees * degRad);
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}
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/**
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* Returns the arc tangent in degrees.
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* @param y The y-coordinate.
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* @param x The x-coordinate.
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* @return The arc tangent in degrees.
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*/
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static public function atan2Deg(y:Float, x:Float):Float {
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return Math.atan2(y, x) * MathUtils.radDeg;
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}
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/**
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* Clamps a value between a minimum and maximum value.
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* @param value The value to clamp.
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* @param min The minimum value.
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* @param max The maximum value.
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* @return The clamped value.
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*/
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static public function clamp(value:Float, min:Float, max:Float):Float {
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if (value < min)
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return min;
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if (value > max)
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return max;
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return value;
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}
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/**
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* Returns the signum function of the value.
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* @param value The value.
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* @return -1 if the value is negative, 1 if the value is positive, 0 if the value is zero.
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*/
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static public function signum(value:Float):Float {
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return value > 0 ? 1 : value < 0 ? -1 : 0;
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}
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/**
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* Returns a random number between the specified minimum and maximum values using a triangular distribution.
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* @param min The minimum value.
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* @param max The maximum value.
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* @return A random number using a triangular distribution.
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*/
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static public function randomTriangular(min:Float, max:Float):Float {
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return randomTriangularWith(min, max, (min + max) * 0.5);
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}
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/**
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* Returns a random number between the specified minimum and maximum values using a triangular distribution.
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* @param min The minimum value.
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* @param max The maximum value.
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* @param mode The mode of the triangular distribution.
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* @return A random number using a triangular distribution.
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*/
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static public function randomTriangularWith(min:Float, max:Float, mode:Float):Float {
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var u:Float = Math.random();
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var d:Float = max - min;
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if (u <= (mode - min) / d)
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return min + Math.sqrt(u * d * (mode - min));
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return max - Math.sqrt((1 - u) * d * (max - mode));
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}
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}
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