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📄 our_math.c

📁 这是一个简单的3d动画mmi,这是模拟器上的
💻 C
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/**************************************************************************
Copyright (C) jianbo miao Corporation.  All Rights Released.
this is a 3d engin named our_3d_engin.
our_3d_engin feature:
1:there is no float.
2:it do the 3d things all by softwear.
3:base on 1 and 2 , it can execution on arm which have no 3d hardwear accelerate.

  if you have any  suggestion or question,pls contact with me
  mail:miaojb@126.com
  msn:miaojianbo@hotmail.com
  qq:30209027
  
    2008/01/01
***************************************************************************/
#ifdef OUR_MAIN_C
#ifndef OUR_MATH_C
#define OUR_MATH_C


#include "our_math.h"
#include "our_3d.h"
#include "math.h"


#define FLOAT 1
//FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
//FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

//unsigned int reciprocal_look[1000];
unsigned int reciprocal_look[1];
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
#if FLOAT

unsigned short sin_cos_look[PI2_MY/4+1];//260

#else

const unsigned short sin_cos_look[PI2_MY/4+1]=
{
    0,402,804,1206,1607,2009,2410,811,3211,3611,4011,4409,
        4808,5205,5602,5997,6392,6786,7179,7571,7961,8351,8739,
        9126,9512,9896,10278,10659,11039,11416,11793,12167,12539,
        12910,13278,13645,14010,14372,14732,15090,15446,15800,16151,
        16499,16846,17189,17530,17869,18204,18537,18868,19195,19519,
        19841,20159,20475,20787,21097,21403,21706,22005,22301,22594,
        22884,23170,23453,23732,24007,24279,24547,24812,25073,25330,
        25583,25832,26077,26319,26557,26790,27020,27245,27466,27684,
        27897,28106,28310,28511,28707,28898,29086,29269,29447,29621,
        29791,29956,30117,30273,30425,30572,30714,30852,30985,31114,
        31237,31357,31471,31581,31685,31785,31881,31971,32057,32138,	
        32214,32285,32351,32413,32469,32521,32568,32610,32647,32679,
        32706,32728,32745,32758,32765,32768
};
/*
const unsigned short sin_cos_look[PI2_MY/4+1]=
{

};*/
#endif
//*********************************************************************
//准备sin_cos_look数组,给sin cos用
//参数1: 
//return: 
//*********************************************************************
void OUR_Build_Sin_Cos_Tables(void)
{
    /**/
#if FLOAT
    int ang;
    for (ang = 0; ang <= PI2_MY/4; ang++)
    {    
        double theta = (double)ang*PI*2/PI2_MY;					// convert ang to radians
        sin_cos_look[ang] = (int)((sin(theta))*(0x1<<(FIXP15_SHIFT+5))+(0x1<<(4)))>>5; 		// insert next entry into table
        //sin_cos_look[ang] = sin(theta)*(0x1<<FIXP15_SHIFT); 
    }
#endif
}
//*********************************************************************
//求sin的函数,在OUR_Build_Sin_Cos_Tables之后使用
//参数1: 要求的sin的度数值 没有限制 ( 512为360度)
//return:sin值
//*********************************************************************
FIXP16 OUR_Fast_Sin(FIXP16 theta)		//30t
{ 	
    UINT ang;
    ang=theta+0x80000000;					//加上2PI的倍数 使得负数变成正数
    //ang=ang&(~0xfffffe00);					//只取2PI以内的数
    ang=ang&(~(0xffffffff<<PI2_MY_BITS));					//只取2PI以内的数
    if(ang<(PI2_MY/4))
        return (sin_cos_look[ang]);
    else if(ang<PI2_MY/2)
        return (sin_cos_look[PI2_MY/2-ang]);
    else if(ang<PI2_MY*3/4)
        return -(sin_cos_look[ang-PI2_MY/2]);
    else //if(ang<0x200)
        return -(sin_cos_look[PI2_MY-ang]);		/**/
}
//*********************************************************************
//求cos的函数,在OUR_Build_Sin_Cos_Tables之后使用
//参数1: 要求的cos的度数值 没有限制 ( 512为360度)
//return:cos值
//*********************************************************************
FIXP16 OUR_Fast_Cos(FIXP16 theta)		//30t
{
    UINT ang;
    ang=theta&(~(0xffffffff<<PI2_MY_BITS));					//只取2PI以内的数
    
    if(ang<(PI2_MY/4))
        return (sin_cos_look[(PI2_MY/4)-ang]);		//10t
    else if(ang<(PI2_MY/2))
        return -(sin_cos_look[ang-(PI2_MY/4)]);		//15t
    else if(ang<(PI2_MY*3/4))
        return -(sin_cos_look[(PI2_MY*3/4)-ang]);		//20t
    else //if(ang<0x200)
        return (sin_cos_look[ang-(PI2_MY*3/4)]);		/**///25t
}
//*********************************************************************
//准备reciprocal_look数组,给OUR_Fast_reciprocal用
//参数1: 
//return: 
//*********************************************************************
void OUR_Build_reciprocal_look(void)
{
/*
    int i;
    for (i=1;i<sizeof(reciprocal_look)/4;i++)
    {
        reciprocal_look[i]=(1<<18)/i;
    }
    reciprocal_look[0]=0x7fffffff;
    */
}
//*********************************************************************
//求倒数
//参数1:
//return: (0x1<<20)/theta

//注意:使用这个函数时要>>20,所以出去之后乘以的值不能太大
//就是说,除以后的值是小于2000的话是肯定正确的
//如果估计大于2000,就在外面先>>5再乘.
//*********************************************************************
UINT OUR_Fast_reciprocal(FIXP16 theta)//36t    20bits for reciprocal
{
    
    return 0;
}
UINT OUR_Fast_division(FIXP16 y,FIXP16 x)
{
    if(y<(0x01<<12))									//10t
    {
        return (y*OUR_Fast_reciprocal(x))>>20;			//45t
    }
    else if(y<(0x01<<20))								//15t			
    {
        if(x<(0x01<<4))
            return (y*(OUR_Fast_reciprocal(x)>>8))>>12;	//50t
        else if(x<(0x01<<8))
            return (y*(OUR_Fast_reciprocal(x)>>4))>>16;	//55t
        else
            return (y*OUR_Fast_reciprocal(x))>>20;		//60t
    }
    
    else if(y<(0x01<<26))								//20t
    {
        if(x<(0x01<<4))
            return ((y>>6)*(OUR_Fast_reciprocal(x)>>8))>>6;//55t
        
        else if(x<(0x01<<8))
            return ((y>>6)*(OUR_Fast_reciprocal(x)>>4))>>10;//60t
        
        else if(x<(0x01<<12))
            return ((y>>6)*OUR_Fast_reciprocal(x))>>14;		//65t
        
        else if(x<(0x01<<16))
            return ((y>>6)*OUR_Fast_reciprocal(x>>4))>>18;	//70t
        else 
            return ((y>>6)*OUR_Fast_reciprocal(x>>8))>>22;	//75t
    }
    else												//25t
    {
        if(x<(0x01<<4))
            return ((y>>12)*(OUR_Fast_reciprocal(x)>>8));	//60t
        
        else if(x<(0x01<<8))
            return ((y>>12)*(OUR_Fast_reciprocal(x)>>4))>>4;//65t
        
        else if(x<(0x01<<12))
            return ((y>>12)*OUR_Fast_reciprocal(x))>>8;		
        
        else if(x<(0x01<<16))
            return ((y>>12)*OUR_Fast_reciprocal(x>>4))>>12;
        
        else //if(x<(0x01<<12))
            return ((y>>12)*OUR_Fast_reciprocal(x>>8))>>16;	//80t
    }
    return 0;
}
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM

//*********************************************************************
//P1=P0 x M
//参数1: 
//return:

//注意:	va的所有值绝对值<0x8000=32768
//		mb的所有值绝对值<0x8000
//*********************************************************************
void OUR_FIX_Mat_Mul_VECTOR3D_3X3(	FIX_VECTOR3D_PTR  	va, 		//100t
                                  FIX_MATRIX_3X3_PTR 	mb,
                                  FIX_VECTOR3D_PTR  	vprod)
{
    //有一个4舍5入的过程
    FIXP16 x,y,z;
    x=va->M[0];
    y=va->M[1];
    z=va->M[2];
    vprod->M[0] = (x*mb->M[0][0] + y*mb->M[1][0] + z*mb->M[2][0] +(1<<(FIXP15_SHIFT-1)))>>FIXP15_SHIFT;
    vprod->M[1] = (x*mb->M[0][1] + y*mb->M[1][1] + z*mb->M[2][1] +(1<<(FIXP15_SHIFT-1)))>>FIXP15_SHIFT;
    vprod->M[2] = (x*mb->M[0][2] + y*mb->M[1][2] + z*mb->M[2][2] +(1<<(FIXP15_SHIFT-1)))>>FIXP15_SHIFT;
} 
//------------------------------------------------------------------------
void OUR_FIX_VECTOR3D_SUB(	FIX_VECTOR3D_PTR  	va, 					//20t
                          FIX_VECTOR3D_PTR  	vb,
                          FIX_VECTOR3D_PTR  	vprod)
{
    vprod->M[0] = va->M[0]-vb->M[0];
    vprod->M[1] = va->M[1]-vb->M[1];
    vprod->M[2] = va->M[2]-vb->M[2];
} 
//------------------------------------------------------------------------
void OUR_FIX_VECTOR3D_ADD(	FIX_VECTOR3D_PTR  	va, 					//20t
                          FIX_VECTOR3D_PTR  	vb,
                          FIX_VECTOR3D_PTR  	vprod)
{
    vprod->M[0] = va->M[0]+vb->M[0];
    vprod->M[1] = va->M[1]+vb->M[1];
    vprod->M[2] = va->M[2]+vb->M[2];
} 
//------------------------------------------------------------------------
void OUR_VECTOR3D_SUB(	OUR_3D_POINT_PTR  	va, 
                      OUR_3D_POINT_PTR  	vb,
                      OUR_3D_POINT_PTR  	vprod)
{
    //	vprod->M[0] = va->M[0]-vb->M[0];
    //	vprod->M[1] = va->M[1]-vb->M[1];
    //	vprod->M[2] = va->M[2]-vb->M[2];
} 

//*********************************************************************
//P1=P0 x M
//参数1: 
//return:

//注意:	ma的所有值绝对值<0x8000=32768
//		mb的所有值绝对值<0x8000
//*********************************************************************
void OUR_FIX_Mat_Mul_3X3(	FIX_MATRIX_3X3_PTR  	ma, 			//320t
                         FIX_MATRIX_3X3_PTR 	mb,
                         FIX_MATRIX_3X3_PTR  	mprod)
{
    FIXP16 x,y,z;
    int i;
    for(i=0;i<3;i++)
    {	
        x=ma->M[i][0];
        y=ma->M[i][1];
        z=ma->M[i][2];
        mprod->M[i][0] =  (x*mb->M[0][0] + y*mb->M[1][0] + z*mb->M[2][0]+(1<<(FIXP15_SHIFT-1)))>>FIXP15_SHIFT ;

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