1 /* Copyright (C) 2010 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #include "precompiled.h"
27 CFixed_15_16
CFixed_15_16::FromString(const CStr8
& s
)
29 // Parse a superset of the xsd:decimal syntax: [-+]?\d*(\.\d*)?
32 return CFixed_15_16::Zero();
36 const char* c
= &s
[0];
51 if (*c
>= '0' && *c
<= '9')
53 r
= r
* 10; // TODO: handle overflow gracefully, maybe
54 r
+= CFixed_15_16::FromInt(*c
- '0');
63 while (*c
>= '0' && *c
<= '9')
71 // any further digits will be too small to have any major effect
75 // too many digits or invalid character or end of string - add the fractional part and stop
76 r
+= CFixed_15_16(((u64
)frac
<< 16) / div
);
81 // invalid character or end of string
86 return (neg
? -r
: r
);
90 CFixed_15_16
CFixed_15_16::FromString(const CStrW
& s
)
92 return FromString(s
.ToUTF8());
96 CStr8
CFixed_15_16::ToString() const
100 u32 posvalue
= abs(value
);
104 r
<< (posvalue
>> fract_bits
);
106 u16 fraction
= posvalue
& ((1 << fract_bits
) - 1);
114 // Do the inverse of FromString: Keep adding digits until (frac<<16)/div == expected fraction
120 // Low estimate of d such that ((frac+d)<<16)/div == fraction
121 u32 digit
= (((u64
)fraction
*div
) >> 16) - frac
;
124 // If this gives the exact target, then add the digit and stop
125 if (((u64
)frac
<< 16) / div
== fraction
)
131 // If the next higher digit gives the exact target, then add that digit and stop
132 if (digit
<= 8 && (((u64
)frac
+1) << 16) / div
== fraction
)
138 // Otherwise add the digit and continue
146 // Based on http://www.dspguru.com/dsp/tricks/fixed-point-atan2-with-self-normalization
147 CFixed_15_16
atan2_approx(CFixed_15_16 y
, CFixed_15_16 x
)
151 // Special case to avoid division-by-zero
152 if (x
.IsZero() && y
.IsZero())
156 c1
.SetInternalValue(51472); // pi/4 << 16
159 c2
.SetInternalValue(154415); // 3*pi/4 << 16
161 CFixed_15_16 abs_y
= y
.Absolute();
166 CFixed_15_16 r
= (x
- abs_y
) / (x
+ abs_y
);
167 angle
= c1
- c1
.Multiply(r
);
171 CFixed_15_16 r
= (x
+ abs_y
) / (abs_y
- x
);
172 angle
= c2
- c1
.Multiply(r
);
182 CFixed_15_16
CFixed_15_16::Pi()
184 return CFixed_15_16(205887); // = pi << 16
187 void sincos_approx(CFixed_15_16 a
, CFixed_15_16
& sin_out
, CFixed_15_16
& cos_out
)
189 // Based on http://www.coranac.com/2009/07/sines/
191 // TODO: this could be made a bit more precise by being careful about scaling
193 typedef CFixed_15_16 fixed
;
196 c2_pi
.SetInternalValue(41721); // = 2/pi << 16
198 // Map radians onto the range [0, 4)
199 fixed z
= a
.Multiply(c2_pi
) % fixed::FromInt(4);
201 // Map z onto the range [-1, +1] for sin, and the same with z+1 to compute cos
203 if (z
>= fixed::FromInt(3)) // [3, 4)
205 sz
= z
- fixed::FromInt(4);
206 cz
= z
- fixed::FromInt(3);
208 else if (z
>= fixed::FromInt(2)) // [2, 3)
210 sz
= fixed::FromInt(2) - z
;
211 cz
= z
- fixed::FromInt(3);
213 else if (z
>= fixed::FromInt(1)) // [1, 2)
215 sz
= fixed::FromInt(2) - z
;
216 cz
= fixed::FromInt(1) - z
;
221 cz
= fixed::FromInt(1) - z
;
224 // Third-order (max absolute error ~0.02)
226 // sin_out = (sz / 2).Multiply(fixed::FromInt(3) - sz.Multiply(sz));
227 // cos_out = (cz / 2).Multiply(fixed::FromInt(3) - cz.Multiply(cz));
229 // Fifth-order (max absolute error ~0.0005)
231 fixed sz2
= sz
.Multiply(sz
);
232 sin_out
= sz
.Multiply(fixed::Pi() - sz2
.Multiply(fixed::Pi()*2 - fixed::FromInt(5) - sz2
.Multiply(fixed::Pi() - fixed::FromInt(3)))) / 2;
234 fixed cz2
= cz
.Multiply(cz
);
235 cos_out
= cz
.Multiply(fixed::Pi() - cz2
.Multiply(fixed::Pi()*2 - fixed::FromInt(5) - cz2
.Multiply(fixed::Pi() - fixed::FromInt(3)))) / 2;