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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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.
- *****************************************************************************/
- #ifdef SPINE_UE4
- #include "SpinePluginPrivatePCH.h"
- #endif
- #include <spine/MathUtil.h>
- #include <math.h>
- #include <stdlib.h>
- // Required for division by 0 in _isNaN on MSVC
- #ifdef _MSC_VER
- #pragma warning(disable:4723)
- #endif
- using namespace spine;
- const float MathUtil::Pi = 3.1415926535897932385f;
- const float MathUtil::Pi_2 = 3.1415926535897932385f * 2;
- const float MathUtil::Deg_Rad = (3.1415926535897932385f / 180.0f);
- const float MathUtil::Rad_Deg = (180.0f / 3.1415926535897932385f);
- float MathUtil::abs(float v) {
- return ((v) < 0 ? -(v) : (v));
- }
- float MathUtil::sign(float v) {
- return ((v) < 0 ? -1.0f : (v) > 0 ? 1.0f : 0.0f);
- }
- float MathUtil::clamp(float x, float min, float max) {
- return ((x) < (min) ? (min) : ((x) > (max) ? (max) : (x)));
- }
- float MathUtil::fmod(float a, float b) {
- return (float)::fmod(a, b);
- }
- /// Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
- /// degrees), largest error of 0.00488 radians (0.2796 degrees).
- float MathUtil::atan2(float y, float x) {
- return (float)::atan2(y, x);
- }
- /// Returns the cosine in radians from a lookup table.
- float MathUtil::cos(float radians) {
- return (float)::cos(radians);
- }
- /// Returns the sine in radians from a lookup table.
- float MathUtil::sin(float radians) {
- return (float)::sin(radians);
- }
- float MathUtil::sqrt(float v) {
- return (float)::sqrt(v);
- }
- float MathUtil::acos(float v) {
- return (float)::acos(v);
- }
- /// Returns the sine in radians from a lookup table.
- float MathUtil::sinDeg(float degrees) {
- return (float)::sin(degrees * MathUtil::Deg_Rad);
- }
- /// Returns the cosine in radians from a lookup table.
- float MathUtil::cosDeg(float degrees) {
- return (float)::cos(degrees * MathUtil::Deg_Rad);
- }
- /* Need to pass 0 as an argument, so VC++ doesn't error with C2124 */
- static bool _isNan(float value, float zero) {
- float _nan = (float) 0.0 / zero;
- return 0 == memcmp((void *) &value, (void *) &_nan, sizeof(value));
- }
- bool MathUtil::isNan(float v) {
- return _isNan(v, 0);
- }
- float MathUtil::random() {
- return ::rand() / (float)RAND_MAX;
- }
- float MathUtil::randomTriangular(float min, float max) {
- return randomTriangular(min, max, (min + max) * 0.5f);
- }
- float MathUtil::randomTriangular(float min, float max, float mode) {
- float u = random();
- float d = max - min;
- if (u <= (mode - min) / d) return min + sqrt(u * d * (mode - min));
- return max - sqrt((1 - u) * d * (max - mode));
- }
- float MathUtil::pow(float a, float b) {
- return (float)::pow(a, b);
- }
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