/* * Copyright (C)2005-2019 Haxe Foundation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ package; class Math { public static var PI(get, null):Float; static inline function get_PI():Float return lua.Math.pi; public static var NEGATIVE_INFINITY(get, null):Float; static inline function get_NEGATIVE_INFINITY():Float return -lua.Math.huge; public static var POSITIVE_INFINITY(get, null):Float; static inline function get_POSITIVE_INFINITY():Float return lua.Math.huge; public static var NaN(get, null):Float; // Note: this has to be an untyped literal, otherwise the compiler tries // to unify it to an Int, which defeats useful numeric reflection behavior. static inline function get_NaN():Float return untyped __lua__("(0/0)"); public static function isNaN(f:Float):Bool return (f != f); public static function isFinite(f:Float):Bool { return (f > Math.NEGATIVE_INFINITY && f < Math.POSITIVE_INFINITY); } public static inline function abs(v:Float):Float return lua.Math.abs(v); public static inline function acos(v:Float):Float return lua.Math.acos(v); public static inline function asin(v:Float):Float return lua.Math.asin(v); public static inline function atan(v:Float):Float return lua.Math.atan(v); public static inline function ceil(v:Float):Int return lua.Math.ceil(v); public static inline function cos(v:Float):Float return lua.Math.cos(v); public static inline function exp(v:Float):Float return lua.Math.exp(v); public static inline function sin(v:Float):Float return lua.Math.sin(v); public static inline function sqrt(v:Float):Float return lua.Math.sqrt(v); public static inline function tan(v:Float):Float return lua.Math.tan(v); public static inline function floor(v:Float):Int return lua.Math.floor(v); public static inline function log(v:Float):Float return lua.Math.log(v); public static inline function random():Float return untyped __define_feature__("Math.random", lua.Math.random()); public static inline function atan2(y:Float, x:Float):Float return lua.Math.atan2(y, x); public static function max(a:Float, b:Float):Float { return Math.isNaN(a) || Math.isNaN(b) ? Math.NaN : lua.Math.max(a, b); } public static function min(a:Float, b:Float):Float { return Math.isNaN(a) || Math.isNaN(b) ? Math.NaN : lua.Math.min(a, b); } public static inline function pow(v:Float, exp:Float):Float return lua.Math.pow(v, exp); public static inline function round(v:Float):Int return Math.floor(v + 0.5); public static inline function ffloor(v:Float):Float return floor(v); public static inline function fceil(v:Float):Float return ceil(v); public static inline function fround(v:Float):Float return round(v); }