#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 01 for(int p=precision;p>=1;p-=2) u=1-a2/(p*p+p)*u; return u; } // return a with -pi<=api) a-=pi2; return a; } /// External functions // Official FE_cos function double FE_cos(double angle) { angle=modulo_2pi(angle); int angle_arrondi=(int)(angle/pi_sur2); switch (angle_arrondi) { case -2: case 1: return -reducted_cos(angle); case -1: case 0: return reducted_cos(angle); } } // Official FE_sin function double FE_sin(double angle) {return FE_cos(angle-pi_sur2);} static float matrice[4][4]= { {0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1} }; void FE_calc(FE_point point) { static FE_position temp; 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.translated.x = matrice[0][0]*temp.x + matrice[0][1]*temp.y + matrice[0][2]*temp.z; point.translated.z = matrice[1][0]*temp.x + matrice[1][1]*temp.y + matrice[1][2]*temp.z; point.translated.y = matrice[2][0]*temp.x + matrice[2][1]*temp.y + matrice[2][2]*temp.z; point.translated.x*=100; point.translated.y*=100; //point.translated.x/=point.translated.z; //point.translated.y/=point.translated.z; } void FE_set_matrice(void) { const double A=FE_cos(FE_dh), B=FE_sin(FE_dh); const double C=FE_cos(FE_dv), D=FE_sin(FE_dv); const double E=FE_cos(FE_roulis), F=FE_sin(FE_roulis); const double AD=A*D, BD=B*D; matrice[0][0]=C*E; matrice[0][1]=-C*F; matrice[0][2]=D; //matrice[0][3]=0; matrice[1][0]=BD*E+A*F; matrice[1][1]=-BD*F+A*E; matrice[1][2]=-B*C; //matrice[1][3]=0; matrice[2][0]=-AD*E+B*F; matrice[2][1]=AD*F+B*E; matrice[2][2]=A*C; //matrice[2][2]=0; //matrice[3][0]=0; //matrice[3][1]=0; //matrice[3][2]=0; //matrice[3][3]=1; }