1v13d/src/FxEngine/coord.c

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#include "coord.h"
#include "FxEngine.h"
/* Cosinus and sinus implementation */
/// Math values
const double pi=3.141592653589793238462643383279;
const double pi2=pi*2;
const double pi_sur2=pi/2;
/// Internal Use
// cos function with 0<a<pi/2
static const int precision=15;
static double reducted_cos(const double a)
{
double u=1.0; const double a2=a*a;
// precision%2=1 && precision>1
for(int p=precision;p>=1;p-=2)
u=1-a2/(p*p+p)*u;
return u;
}
// return a with -pi<=a<pi
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double FE_modulo_2pi(double a)
{
while (a<=-pi) a+=pi2;
while (a>pi) a-=pi2;
return a;
}
static double cos_recursive(double angle)
{
if (angle<0)
return cos_recursive(-angle);
if (angle>=pi_sur2)
return -reducted_cos(angle-pi);
return reducted_cos(angle); // OK
}
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/// External functions
// Official FE_cos function
double FE_cos(double angle)
{
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angle=FE_modulo_2pi(angle);
return cos_recursive(angle);
}
// Official FE_sin function
double FE_sin(double angle)
{return FE_cos(angle-pi_sur2);}
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#define sgn(x) (x>=0?x:-x)
static double matrice[3][3]=
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{
{0,0,0},
{0,0,0},
{0,0,0}
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};
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void FE_calc(FE_point* point)
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{
static FE_position temp;
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temp.x = point->real.x - FE_user.x;
temp.y = point->real.y - FE_user.y;
temp.z = point->real.z - FE_user.z;
point->rotated.x = (double)(matrice[0][0]*(double)temp.x + matrice[0][1]*(double)temp.y + matrice[0][2]*(double)temp.z);
point->rotated.z = (double)(matrice[1][0]*(double)temp.x + matrice[1][1]*(double)temp.y + matrice[1][2]*(double)temp.z);
point->rotated.y = (double)(matrice[2][0]*(double)temp.x + matrice[2][1]*(double)temp.y + matrice[2][2]*(double)temp.z);
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//point->translated.x*=10;
//point->translated.y*=10;
point->rotated.x*=64;
point->rotated.y*=64;
point->translated.z=point->rotated.z;
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if (point->translated.z>0)
{
point->translated.x=point->rotated.x/point->translated.z;
point->translated.y=point->rotated.y/point->translated.z;
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}
else
{
point->translated.x=point->rotated.x*10000*sgn(point->translated.z);
point->translated.y=point->rotated.y*10000*sgn(point->translated.z);
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}
(point->translated.x*1000)/point->translated.z;
(point->translated.y*1000)/point->translated.z;
point->translated.x+=63;
point->translated.y+=31;
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}
// FIABLE
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void FE_set_matrice(void)
{
const double A=FE_cos(FE_dv), B=FE_sin(FE_dv);
const double C=FE_cos(FE_roulis), D=FE_sin(FE_roulis);
const double E=FE_cos(FE_dh), F=FE_sin(FE_dh);
const double AD=A*D, BD=B*D;
matrice[0][0]=C*E;
matrice[0][1]=-C*F;
matrice[0][2]=D;
matrice[1][0]=BD*E+A*F;
matrice[1][1]=-BD*F+A*E;
matrice[1][2]=-B*C;
matrice[2][0]=-AD*E+B*F;
matrice[2][1]=AD*F+B*E;
matrice[2][2]=A*C;
}