Use MathF instead of Math- functions when possible

MathF-functions are faster than the Math-counterpart and it looks cleaner, so use MathF when we cast to float or int anyway.
This commit is contained in:
Berkan Diler
2019-11-25 00:45:42 +01:00
parent 8da65fc909
commit fccdbffa93
18 changed files with 31 additions and 31 deletions

View File

@ -185,14 +185,14 @@ namespace osu.Game.Rulesets.Osu.Replays
{
Vector2 spinCentreOffset = SPINNER_CENTRE - prevPos;
float distFromCentre = spinCentreOffset.Length;
float distToTangentPoint = (float)Math.Sqrt(distFromCentre * distFromCentre - SPIN_RADIUS * SPIN_RADIUS);
float distToTangentPoint = MathF.Sqrt(distFromCentre * distFromCentre - SPIN_RADIUS * SPIN_RADIUS);
if (distFromCentre > SPIN_RADIUS)
{
// Previous cursor position was outside spin circle, set startPosition to the tangent point.
// Angle between centre offset and tangent point offset.
float angle = (float)Math.Asin(SPIN_RADIUS / distFromCentre);
float angle = MathF.Asin(SPIN_RADIUS / distFromCentre);
if (angle > 0)
{
@ -204,8 +204,8 @@ namespace osu.Game.Rulesets.Osu.Replays
}
// Rotate by angle so it's parallel to tangent line
spinCentreOffset.X = spinCentreOffset.X * (float)Math.Cos(angle) - spinCentreOffset.Y * (float)Math.Sin(angle);
spinCentreOffset.Y = spinCentreOffset.X * (float)Math.Sin(angle) + spinCentreOffset.Y * (float)Math.Cos(angle);
spinCentreOffset.X = spinCentreOffset.X * MathF.Cos(angle) - spinCentreOffset.Y * MathF.Sin(angle);
spinCentreOffset.Y = spinCentreOffset.X * MathF.Sin(angle) + spinCentreOffset.Y * MathF.Cos(angle);
// Set length to distToTangentPoint
spinCentreOffset.Normalize();
@ -331,7 +331,7 @@ namespace osu.Game.Rulesets.Osu.Replays
Vector2 difference = startPosition - SPINNER_CENTRE;
float radius = difference.Length;
float angle = radius == 0 ? 0 : (float)Math.Atan2(difference.Y, difference.X);
float angle = radius == 0 ? 0 : MathF.Atan2(difference.Y, difference.X);
double t;