mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
147 lines
5.4 KiB
C#
147 lines
5.4 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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public static class MathUtils {
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public const float PI = 3.1415927f;
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public const float PI2 = PI * 2;
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public const float RadDeg = 180f / PI;
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public const float DegRad = PI / 180;
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const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
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const int SIN_MASK = ~(-1 << SIN_BITS);
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const int SIN_COUNT = SIN_MASK + 1;
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const float RadFull = PI * 2;
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const float DegFull = 360;
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const float RadToIndex = SIN_COUNT / RadFull;
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const float DegToIndex = SIN_COUNT / DegFull;
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static float[] sin = new float[SIN_COUNT];
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static Random random = new Random();
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static MathUtils () {
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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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for (int i = 0; i < 360; i += 90)
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sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
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}
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/// <summary>Returns the sine in radians from a lookup table.</summary>
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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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}
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/// <summary>Returns the cosine in radians from a lookup table.</summary>
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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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}
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/// <summary>Returns the sine in radians from a lookup table.</summary>
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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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}
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/// <summary>Returns the cosine in radians from a lookup table.</summary>
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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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}
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/// <summary>Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
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/// degrees), largest error of 0.00488 radians (0.2796 degrees).</summary>
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static public float Atan2 (float y, float x) {
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if (x == 0f) {
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if (y > 0f) return PI / 2;
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if (y == 0f) return 0f;
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return -PI / 2;
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}
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float atan, z = y / x;
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if (Math.Abs(z) < 1f) {
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atan = z / (1f + 0.28f * z * z);
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if (x < 0f) return atan + (y < 0f ? -PI : PI);
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return atan;
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}
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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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}
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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 > max) return max;
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return value;
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}
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static public float RandomTriangle(float min, float max) {
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return RandomTriangle(min, max, (min + max) * 0.5f);
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}
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static public float RandomTriangle(float min, float max, float mode) {
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float u = (float)random.NextDouble();
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float d = max - min;
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if (u <= (mode - min) / d) return min + (float)Math.Sqrt(u * d * (mode - min));
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return max - (float)Math.Sqrt((1 - u) * d * (max - mode));
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}
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}
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public abstract class IInterpolation {
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public static IInterpolation Pow2 = new Pow(2);
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public static IInterpolation Pow2Out = new PowOut(2);
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protected abstract float Apply(float a);
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public float Apply(float start, float end, float a) {
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return start + (end - start) * Apply(a);
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}
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}
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public class Pow: IInterpolation {
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public float Power { get; set; }
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public Pow(float power) {
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Power = power;
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}
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protected override float Apply(float a) {
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if (a <= 0.5f) return (float)Math.Pow(a * 2, Power) / 2;
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return (float)Math.Pow((a - 1) * 2, Power) / (Power % 2 == 0 ? -2 : 2) + 1;
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}
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}
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public class PowOut : Pow {
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public PowOut(float power) : base(power) {
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}
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protected override float Apply(float a) {
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return (float)Math.Pow(a - 1, Power) * (Power % 2 == 0 ? -1 : 1) + 1;
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}
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}
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}
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