/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Fixed.h" #include "ps/CStr.h" template<> CFixed_15_16 CFixed_15_16::FromString(const CStr8& s) { return FromDouble(s.ToDouble()); // TODO: shouldn't use floats here } template<> CFixed_15_16 CFixed_15_16::FromString(const CStrW& s) { return FromDouble(s.ToDouble()); // TODO: shouldn't use floats here } // Based on http://www.dspguru.com/dsp/tricks/fixed-point-atan2-with-self-normalization CFixed_15_16 atan2_approx(CFixed_15_16 y, CFixed_15_16 x) { CFixed_15_16 zero; // Special case to avoid division-by-zero if (x.IsZero() && y.IsZero()) return zero; CFixed_15_16 c1; c1.SetInternalValue(51472); // pi/4 << 16 CFixed_15_16 c2; c2.SetInternalValue(154415); // 3*pi/4 << 16 CFixed_15_16 abs_y = y.Absolute(); CFixed_15_16 angle; if (x >= zero) { CFixed_15_16 r = (x - abs_y) / (x + abs_y); angle = c1 - c1.Multiply(r); } else { CFixed_15_16 r = (x + abs_y) / (abs_y - x); angle = c2 - c1.Multiply(r); } if (y < zero) return -angle; else return angle; } template<> CFixed_15_16 CFixed_15_16::Pi() { return CFixed_15_16(205887); // = pi << 16 } void sincos_approx(CFixed_15_16 a, CFixed_15_16& sin_out, CFixed_15_16& cos_out) { // XXX: mustn't use floating-point here - need a fixed-point emulation sin_out = CFixed_15_16::FromDouble(sin(a.ToDouble())); cos_out = CFixed_15_16::FromDouble(cos(a.ToDouble())); }