174 lines
6.1 KiB
Plaintext
174 lines
6.1 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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//#define USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
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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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static Random random = new Random();
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#if USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
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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 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 of a given angle 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 of a given angle 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 of a given angle in degrees 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 of a given angle in degrees 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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#else
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/// <summary>Returns the sine of a given angle in radians.</summary>
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static public float Sin (float radians) {
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return (float)Math.Sin(radians);
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}
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/// <summary>Returns the cosine of a given angle in radians.</summary>
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static public float Cos (float radians) {
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return (float)Math.Cos(radians);
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}
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/// <summary>Returns the sine of a given angle in degrees.</summary>
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static public float SinDeg (float degrees) {
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return (float)Math.Sin(degrees * DegRad);
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}
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/// <summary>Returns the cosine of a given angle in degrees.</summary>
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static public float CosDeg (float degrees) {
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return (float)Math.Cos(degrees * DegRad);
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}
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/// <summary>Returns the atan2 using Math.Atan2.</summary>
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static public float Atan2 (float y, float x) {
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return (float)Math.Atan2(y, x);
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}
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#endif
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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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