/******************************************************************************* * Copyright (c) 2013, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) 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. ******************************************************************************/ /* * JBox2D - A Java Port of Erin Catto's Box2D * * JBox2D homepage: http://jbox2d.sourceforge.net/ * Box2D homepage: http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package org.jbox2d.common; import java.util.Random; /** * A few math methods that don't fit very well anywhere else. */ public class MathUtils extends PlatformMathUtils { public static final float PI = (float) Math.PI; public static final float TWOPI = (float) (Math.PI * 2); public static final float INV_PI = 1f / PI; public static final float HALF_PI = PI / 2; public static final float QUARTER_PI = PI / 4; public static final float THREE_HALVES_PI = TWOPI - HALF_PI; /** * Degrees to radians conversion factor */ public static final float DEG2RAD = PI / 180; /** * Radians to degrees conversion factor */ public static final float RAD2DEG = 180 / PI; public static final float[] sinLUT = new float[Settings.SINCOS_LUT_LENGTH]; static { for (int i = 0; i < Settings.SINCOS_LUT_LENGTH; i++) { sinLUT[i] = (float) Math.sin(i * Settings.SINCOS_LUT_PRECISION); } } public static final float sin(float x) { if (Settings.SINCOS_LUT_ENABLED) { return sinLUT(x); } else { return (float) StrictMath.sin(x); } } public static final float sinLUT(float x) { x %= TWOPI; if (x < 0) { x += TWOPI; } if (Settings.SINCOS_LUT_LERP) { x /= Settings.SINCOS_LUT_PRECISION; final int index = (int) x; if (index != 0) { x %= index; } // the next index is 0 if (index == Settings.SINCOS_LUT_LENGTH - 1) { return ((1 - x) * sinLUT[index] + x * sinLUT[0]); } else { return ((1 - x) * sinLUT[index] + x * sinLUT[index + 1]); } } else { return sinLUT[MathUtils.round(x / Settings.SINCOS_LUT_PRECISION) % Settings.SINCOS_LUT_LENGTH]; } } public static final float cos(float x) { if (Settings.SINCOS_LUT_ENABLED) { return sinLUT(HALF_PI - x); } else { return (float) StrictMath.cos(x); } } public static final float abs(final float x) { if (Settings.FAST_ABS) { return x > 0 ? x : -x; } else { return StrictMath.abs(x); } } public static final float fastAbs(final float x) { return x > 0 ? x : -x; } public static final int abs(int x) { int y = x >> 31; return (x ^ y) - y; } public static final int floor(final float x) { if (Settings.FAST_FLOOR) { return fastFloor(x); } else { return (int) StrictMath.floor(x); } } public static final int fastFloor(final float x) { int y = (int) x; if (x < y) { return y - 1; } return y; } public static final int ceil(final float x) { if (Settings.FAST_CEIL) { return fastCeil(x); } else { return (int) StrictMath.ceil(x); } } public static final int fastCeil(final float x) { int y = (int) x; if (x > y) { return y + 1; } return y; } public static final int round(final float x) { if (Settings.FAST_ROUND) { return floor(x + .5f); } else { return StrictMath.round(x); } } /** * Rounds up the value to the nearest higher power^2 value. * * @param x * @return power^2 value */ public static final int ceilPowerOf2(int x) { int pow2 = 1; while (pow2 < x) { pow2 <<= 1; } return pow2; } public final static float max(final float a, final float b) { return a > b ? a : b; } public final static int max(final int a, final int b) { return a > b ? a : b; } public final static float min(final float a, final float b) { return a < b ? a : b; } public final static int min(final int a, final int b) { return a < b ? a : b; } public final static float map(final float val, final float fromMin, final float fromMax, final float toMin, final float toMax) { final float mult = (val - fromMin) / (fromMax - fromMin); final float res = toMin + mult * (toMax - toMin); return res; } /** Returns the closest value to 'a' that is in between 'low' and 'high' */ public final static float clamp(final float a, final float low, final float high) { return max(low, min(a, high)); } public final static Vec2 clamp(final Vec2 a, final Vec2 low, final Vec2 high) { final Vec2 min = new Vec2(); min.x = a.x < high.x ? a.x : high.x; min.y = a.y < high.y ? a.y : high.y; min.x = low.x > min.x ? low.x : min.x; min.y = low.y > min.y ? low.y : min.y; return min; } public final static void clampToOut(final Vec2 a, final Vec2 low, final Vec2 high, final Vec2 dest) { dest.x = a.x < high.x ? a.x : high.x; dest.y = a.y < high.y ? a.y : high.y; dest.x = low.x > dest.x ? low.x : dest.x; dest.y = low.y > dest.y ? low.y : dest.y; } /** * Next Largest Power of 2: Given a binary integer value x, the next largest power of 2 can be * computed by a SWAR algorithm that recursively "folds" the upper bits into the lower bits. This * process yields a bit vector with the same most significant 1 as x, but all 1's below it. Adding * 1 to that value yields the next largest power of 2. */ public final static int nextPowerOfTwo(int x) { x |= x >> 1; x |= x >> 2; x |= x >> 4; x |= x >> 8; x |= x >> 16; return x + 1; } public final static boolean isPowerOfTwo(final int x) { return x > 0 && (x & x - 1) == 0; } public static final float pow(float a, float b) { if (Settings.FAST_POW) { return fastPow(a, b); } else { return (float) StrictMath.pow(a, b); } } public static final float atan2(final float y, final float x) { if (Settings.FAST_ATAN2) { return fastAtan2(y, x); } else { return (float) StrictMath.atan2(y, x); } } public static final float fastAtan2(float y, float x) { if (x == 0.0f) { if (y > 0.0f) return HALF_PI; if (y == 0.0f) return 0.0f; return -HALF_PI; } float atan; final float z = y / x; if (abs(z) < 1.0f) { atan = z / (1.0f + 0.28f * z * z); if (x < 0.0f) { if (y < 0.0f) return atan - PI; return atan + PI; } } else { atan = HALF_PI - z / (z * z + 0.28f); if (y < 0.0f) return atan - PI; } return atan; } public static final float reduceAngle(float theta) { theta %= TWOPI; if (abs(theta) > PI) { theta = theta - TWOPI; } if (abs(theta) > HALF_PI) { theta = PI - theta; } return theta; } public static final float randomFloat(float argLow, float argHigh) { return (float) Math.random() * (argHigh - argLow) + argLow; } public static final float randomFloat(Random r, float argLow, float argHigh) { return r.nextFloat() * (argHigh - argLow) + argLow; } public static final float sqrt(float x) { return (float) StrictMath.sqrt(x); } public final static float distanceSquared(Vec2 v1, Vec2 v2) { float dx = (v1.x - v2.x); float dy = (v1.y - v2.y); return dx * dx + dy * dy; } public final static float distance(Vec2 v1, Vec2 v2) { return sqrt(distanceSquared(v1, v2)); } }