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ios/cocos2d/cocos/editor-support/spine/MathUtil.cpp 4.11 KB
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  /******************************************************************************
   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
   *
   * Copyright (c) 2013-2019, 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * 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);
  }