源战役客户端
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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using System;
  31. namespace Spine {
  32. public static class MathUtils {
  33. public const float PI = 3.1415927f;
  34. public const float PI2 = PI * 2;
  35. public const float RadDeg = 180f / PI;
  36. public const float DegRad = PI / 180;
  37. const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
  38. const int SIN_MASK = ~(-1 << SIN_BITS);
  39. const int SIN_COUNT = SIN_MASK + 1;
  40. const float RadFull = PI * 2;
  41. const float DegFull = 360;
  42. const float RadToIndex = SIN_COUNT / RadFull;
  43. const float DegToIndex = SIN_COUNT / DegFull;
  44. static float[] sin = new float[SIN_COUNT];
  45. static MathUtils () {
  46. for (int i = 0; i < SIN_COUNT; i++)
  47. sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull);
  48. for (int i = 0; i < 360; i += 90)
  49. sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
  50. }
  51. /// <summary>Returns the sine in radians from a lookup table.</summary>
  52. static public float Sin (float radians) {
  53. return sin[(int)(radians * RadToIndex) & SIN_MASK];
  54. }
  55. /// <summary>Returns the cosine in radians from a lookup table.</summary>
  56. static public float Cos (float radians) {
  57. return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK];
  58. }
  59. /// <summary>Returns the sine in radians from a lookup table.</summary>
  60. static public float SinDeg (float degrees) {
  61. return sin[(int)(degrees * DegToIndex) & SIN_MASK];
  62. }
  63. /// <summary>Returns the cosine in radians from a lookup table.</summary>
  64. static public float CosDeg (float degrees) {
  65. return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK];
  66. }
  67. /// <summary>Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
  68. /// degrees), largest error of 0.00488 radians (0.2796 degrees).</summary>
  69. static public float Atan2 (float y, float x) {
  70. if (x == 0f) {
  71. if (y > 0f) return PI / 2;
  72. if (y == 0f) return 0f;
  73. return -PI / 2;
  74. }
  75. float atan, z = y / x;
  76. if (Math.Abs(z) < 1f) {
  77. atan = z / (1f + 0.28f * z * z);
  78. if (x < 0f) return atan + (y < 0f ? -PI : PI);
  79. return atan;
  80. }
  81. atan = PI / 2 - z / (z * z + 0.28f);
  82. return y < 0f ? atan - PI : atan;
  83. }
  84. static public float Clamp (float value, float min, float max) {
  85. if (value < min) return min;
  86. if (value > max) return max;
  87. return value;
  88. }
  89. }
  90. }