#ifndef NK_INV_SQRT
#define NK_INV_SQRT nk_inv_sqrt
NK_LIB float
nk_inv_sqrt(float n)
{
float x2;
const float threehalfs = 1.5f;
union {nk_uint i; float f;} conv = {0};
conv.f = n;
x2 = n * 0.5f;
conv.i = 0x5f375A84 - (conv.i >> 1);
conv.f = conv.f * (threehalfs - (x2 * conv.f * conv.f));
return conv.f;
}
#endif
#ifndef NK_SIN
#define NK_SIN nk_sin
NK_LIB float
nk_sin(float x)
{
NK_STORAGE const float a0 = +1.91059300966915117e-31f;
NK_STORAGE const float a1 = +1.00086760103908896f;
NK_STORAGE const float a2 = -1.21276126894734565e-2f;
NK_STORAGE const float a3 = -1.38078780785773762e-1f;
NK_STORAGE const float a4 = -2.67353392911981221e-2f;
NK_STORAGE const float a5 = +2.08026600266304389e-2f;
NK_STORAGE const float a6 = -3.03996055049204407e-3f;
NK_STORAGE const float a7 = +1.38235642404333740e-4f;
return a0 + x*(a1 + x*(a2 + x*(a3 + x*(a4 + x*(a5 + x*(a6 + x*a7))))));
}
#endif
#ifndef NK_COS
#define NK_COS nk_cos
NK_LIB float
nk_cos(float x)
{
/* New implementation. Also generated using lolremez. */
/* Old version significantly deviated from expected results. */
NK_STORAGE const float a0 = 9.9995999154986614e-1f;
NK_STORAGE const float a1 = 1.2548995793001028e-3f;
NK_STORAGE const float a2 = -5.0648546280678015e-1f;
NK_STORAGE const float a3 = 1.2942246466519995e-2f;
NK_STORAGE const float a4 = 2.8668384702547972e-2f;
NK_STORAGE const float a5 = 7.3726485210586547e-3f;
NK_STORAGE const float a6 = -3.8510875386947414e-3f;
NK_STORAGE const float a7 = 4.7196604604366623e-4f;
NK_STORAGE const float a8 = -1.8776444013090451e-5f;
return a0 + x*(a1 + x*(a2 + x*(a3 + x*(a4 + x*(a5 + x*(a6 + x*(a7 + x*a8)))))));
}
#endif
NK_LIB nk_uint
nk_round_up_pow2(nk_uint v)
{
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return v;
}
NK_LIB double
nk_pow(double x, int n)
{
/* check the sign of n */
double r = 1;
int plus = n >= 0;
n = (plus) ? n : -n;
while (n > 0) {
if ((n & 1) == 1)
r *= x;
n /= 2;
x *= x;
}
return plus ? r : 1.0 / r;
}
NK_LIB int
nk_ifloord(double x)
{
x = (double)((int)x - ((x < 0.0) ? 1 : 0));
return (int)x;
}
NK_LIB int
nk_ifloorf(float x)
{
x = (float)((int)x - ((x < 0.0f) ? 1 : 0));
return (int)x;
}
NK_LIB int
nk_iceilf(float x)
{
if (x >= 0) {
int i = (int)x;
return (x > i) ? i+1: i;
} else {
int t = (int)x;
float r = x - (float)t;
return (r > 0.0f) ? t+1: t;
}
}
NK_LIB int
nk_log10(double n)
{
int neg;
int ret;
int exp = 0;
neg = (n < 0) ? 1 : 0;
ret = (neg) ? (int)-n : (int)n;
while ((ret / 10) > 0) {
ret /= 10;
exp++;
}
if (neg) exp = -exp;
return exp;
}
NK_API struct nk_vec2
nk_vec2(float x, float y)
{
struct nk_vec2 ret;
ret.x = x; ret.y = y;
return ret;
}
NK_API struct nk_vec2
nk_vec2i(int x, int y)
{
struct nk_vec2 ret;
ret.x = (float)x;
ret.y = (float)y;
return ret;
}
NK_API struct nk_vec2
nk_vec2v(const float *v)
{
return nk_vec2(v[0], v[1]);
}
NK_API struct nk_vec2
nk_vec2iv(const int *v)
{
return nk_vec2i(v[0], v[1]);
}
NK_LIB void
nk_unify(struct nk_rect *clip, const struct nk_rect *a, float x0, float y0,
float x1, float y1)
{
NK_ASSERT(a);
NK_ASSERT(clip);
clip->x = NK_MAX(a->x, x0);
clip->y = NK_MAX(a->y, y0);
clip->w = NK_MIN(a->x + a->w, x1) - clip->x;
clip->h = NK_MIN(a->y + a->h, y1) - clip->y;
clip->w = NK_MAX(0, clip->w);
clip->h = NK_MAX(0, clip->h);
}
NK_API void
nk_triangle_from_direction(struct nk_vec2 *result, struct nk_rect r,
float pad_x, float pad_y, enum nk_heading direction)
{
float w_half, h_half;
NK_ASSERT(result);
r.w = NK_MAX(2 * pad_x, r.w);
r.h = NK_MAX(2 * pad_y, r.h);
r.w = r.w - 2 * pad_x;
r.h = r.h - 2 * pad_y;
r.x = r.x + pad_x;
r.y = r.y + pad_y;
w_half = r.w / 2.0f;
h_half = r.h / 2.0f;
if (direction == NK_UP) {
result[0] = nk_vec2(r.x + w_half, r.y);
result[1] = nk_vec2(r.x + r.w, r.y + r.h);
result[2] = nk_vec2(r.x, r.y + r.h);
} else if (direction == NK_RIGHT) {
result[0] = nk_vec2(r.x, r.y);
result[1] = nk_vec2(r.x + r.w, r.y + h_half);
result[2] = nk_vec2(r.x, r.y + r.h);
} else if (direction == NK_DOWN) {
result[0] = nk_vec2(r.x, r.y);
result[1] = nk_vec2(r.x + r.w, r.y);
result[2] = nk_vec2(r.x + w_half, r.y + r.h);
} else {
result[0] = nk_vec2(r.x, r.y + h_half);
result[1] = nk_vec2(r.x + r.w, r.y);
result[2] = nk_vec2(r.x + r.w, r.y + r.h);
}
}
1. nk_inv_sqrt - 快速计算平方根的倒数的近似值
2. nk_sin, nk_cos - 使用多项式逼近计算三角函数sin和cos
3. nk_round_up_pow2 - 计算不小于指定值的2的幂
4. nk_pow - 计算幂运算
5. nk_ifloord, nk_ifloorf - 整数部分函数
6. nk_iceilf - 向上取整函数
7. nk_log10 - 计算对数
8. nk_vec2系列函数 - 二维向量相关运算
9. nk_unify - 计算矩形交集
这些数学函数与标准math库相比,更注重计算效率,函数使用了一些计算机图形学常见的技巧,例如快速逼近、位操作、查表等,数学计算上做了优化,比通用的math库能获得更高的计算性能。更注重易用性,提供了更直接简单的函数接口,如nk_inv_sqrt直接返回平方根的倒数,而不是像标准库那样需要组合多个函数调用。这更符合图形界面编程的使用场景。 更具特定性nk中的函数更针对图形界面开发的特定需求,提供了math库中没有的一些专门函数,如nk_rect系列。并且这些数学和图形函数可以减少对其他库的依赖,可移植性更好,参考了一些图形标准实现,使这些函数在不同平台上的一致性更好。