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/*
* Copyright (C)2005-2017 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 inline 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 inline function max(a:Float, b:Float):Float {
return Math.isNaN(a) || Math.isNaN(b) ? Math.NaN : lua.Math.max(a,b);
}
public static inline 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);
}
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