#include <spine/extension.h>
#include <stdio.h>
float _spInternalRandom () {
return rand() / (float)RAND_MAX;
}
static void* (*mallocFunc) (size_t size) = malloc;
static void* (*reallocFunc) (void* ptr, size_t size) = realloc;
static void* (*debugMallocFunc) (size_t size, const char* file, int line) = NULL;
static void (*freeFunc) (void* ptr) = free;
static float (*randomFunc) () = _spInternalRandom;
void* _spMalloc (size_t size, const char* file, int line) {
if(debugMallocFunc)
return debugMallocFunc(size, file, line);
return mallocFunc(size);
}
void* _spCalloc (size_t num, size_t size, const char* file, int line) {
void* ptr = _spMalloc(num * size, file, line);
if (ptr) memset(ptr, 0, num * size);
return ptr;
}
void* _spRealloc(void* ptr, size_t size) {
return reallocFunc(ptr, size);
}
void _spFree (void* ptr) {
freeFunc(ptr);
}
float _spRandom () {
return randomFunc();
}
void _spSetDebugMalloc(void* (*malloc) (size_t size, const char* file, int line)) {
debugMallocFunc = malloc;
}
void _spSetMalloc (void* (*malloc) (size_t size)) {
mallocFunc = malloc;
}
void _spSetRealloc (void* (*realloc) (void* ptr, size_t size)) {
reallocFunc = realloc;
}
void _spSetFree (void (*free) (void* ptr)) {
freeFunc = free;
}
void _spSetRandom (float (*random) ()) {
randomFunc = random;
}
char* _spReadFile (const char* path, int* length) {
char *data;
FILE *file = fopen(path, "rb");
if (!file) return 0;
fseek(file, 0, SEEK_END);
*length = (int)ftell(file);
fseek(file, 0, SEEK_SET);
data = MALLOC(char, *length);
fread(data, 1, *length, file);
fclose(file);
return data;
}
float _spMath_random(float min, float max) {
return min + (max - min) * _spRandom();
}
float _spMath_randomTriangular(float min, float max) {
return _spMath_randomTriangularWith(min, max, (min + max) * 0.5f);
}
float _spMath_randomTriangularWith(float min, float max, float mode) {
float u = _spRandom();
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 _spMath_interpolate(float (*apply) (float a), float start, float end, float a) {
return start + (end - start) * apply(a);
}
float _spMath_pow2_apply(float a) {
if (a <= 0.5) return POW(a * 2, 2) / 2;
return POW((a - 1) * 2, 2) / -2 + 1;
}
float _spMath_pow2out_apply(float a) {
return POW(a - 1, 2) * -1 + 1;
}