/* * 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. */ @:coreApi @:nativeGen class Math { @:readOnly private static var rand = new cs.system.Random(); @:readOnly public static var PI(default, null) = cs.system.Math.PI; @:readOnly public static var NaN(default, null) = cs.system.Double.NaN; @:readOnly public static var NEGATIVE_INFINITY(default, null) = cs.system.Double.NegativeInfinity; @:readOnly public static var POSITIVE_INFINITY(default, null) = cs.system.Double.PositiveInfinity; public static inline function abs(v:Float):Float { return cs.system.Math.Abs(v); } public static inline function min(a:Float, b:Float):Float { return cs.system.Math.Min(a, b); } public static inline function max(a:Float, b:Float):Float { return cs.system.Math.Max(a, b); } public static inline function sin(v:Float):Float { return cs.system.Math.Sin(v); } public static inline function cos(v:Float):Float { return cs.system.Math.Cos(v); } public static inline function atan2(y:Float, x:Float):Float { return cs.system.Math.Atan2(y, x); } public static inline function tan(v:Float):Float { return cs.system.Math.Tan(v); } public static inline function exp(v:Float):Float { return cs.system.Math.Exp(v); } public static inline function log(v:Float):Float { return cs.system.Math.Log(v); } public static inline function sqrt(v:Float):Float { return cs.system.Math.Sqrt(v); } public static inline function fround(v:Float):Float { return cs.system.Math.Floor(v + 0.5); } public static inline function ffloor(v:Float):Float { return cs.system.Math.Floor(v); } public static inline function fceil(v:Float):Float { return cs.system.Math.Ceiling(v); } public static function round(v:Float):Int { var vint = Std.int(v); var dec = v - vint; if (dec >= 1 || dec <= -1) return vint; // overflow if (dec >= .5) return vint + 1; if (dec < -.5) return vint - 1; return vint; } public static inline function floor(v:Float):Int { return Std.int(cs.system.Math.Floor(v)); } public static inline function ceil(v:Float):Int { return Std.int(cs.system.Math.Ceiling(v)); } public static inline function atan(v:Float):Float { return cs.system.Math.Atan(v); } public static inline function asin(v:Float):Float { return cs.system.Math.Asin(v); } public static inline function acos(v:Float):Float { return cs.system.Math.Acos(v); } public static inline function pow(v:Float, exp:Float):Float { return cs.system.Math.Pow(v, exp); } public static inline function random():Float { return rand.NextDouble(); } public static inline function isFinite(f:Float):Bool { return !cs.system.Double.IsInfinity(f) && !cs.system.Double.IsNaN(f); } public static inline function isNaN(f:Float):Bool { return cs.system.Double.IsNaN(f); } }