Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

212 lines
6.8 KiB
GLSL

/**
* @private
*/
vec2 cordic(float angle)
{
// Scale the vector by the appropriate factor for the 24 iterations to follow.
vec2 vector = vec2(6.0725293500888267e-1, 0.0);
// Iteration 1
float sense = (angle < 0.0) ? -1.0 : 1.0;
// float factor = sense * 1.0; // 2^-0
mat2 rotation = mat2(1.0, sense, -sense, 1.0);
vector = rotation * vector;
angle -= sense * 7.8539816339744828e-1; // atan(2^-0)
// Iteration 2
sense = (angle < 0.0) ? -1.0 : 1.0;
float factor = sense * 5.0e-1; // 2^-1
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 4.6364760900080609e-1; // atan(2^-1)
// Iteration 3
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 2.5e-1; // 2^-2
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 2.4497866312686414e-1; // atan(2^-2)
// Iteration 4
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.25e-1; // 2^-3
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.2435499454676144e-1; // atan(2^-3)
// Iteration 5
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 6.25e-2; // 2^-4
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 6.2418809995957350e-2; // atan(2^-4)
// Iteration 6
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.125e-2; // 2^-5
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.1239833430268277e-2; // atan(2^-5)
// Iteration 7
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.5625e-2; // 2^-6
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.5623728620476831e-2; // atan(2^-6)
// Iteration 8
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 7.8125e-3; // 2^-7
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 7.8123410601011111e-3; // atan(2^-7)
// Iteration 9
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.90625e-3; // 2^-8
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.9062301319669718e-3; // atan(2^-8)
// Iteration 10
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.953125e-3; // 2^-9
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.9531225164788188e-3; // atan(2^-9)
// Iteration 11
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 9.765625e-4; // 2^-10
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 9.7656218955931946e-4; // atan(2^-10)
// Iteration 12
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 4.8828125e-4; // 2^-11
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 4.8828121119489829e-4; // atan(2^-11)
// Iteration 13
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 2.44140625e-4; // 2^-12
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 2.4414062014936177e-4; // atan(2^-12)
// Iteration 14
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.220703125e-4; // 2^-13
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.2207031189367021e-4; // atan(2^-13)
// Iteration 15
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 6.103515625e-5; // 2^-14
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 6.1035156174208773e-5; // atan(2^-14)
// Iteration 16
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.0517578125e-5; // 2^-15
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.0517578115526096e-5; // atan(2^-15)
// Iteration 17
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.52587890625e-5; // 2^-16
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.5258789061315762e-5; // atan(2^-16)
// Iteration 18
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 7.62939453125e-6; // 2^-17
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 7.6293945311019700e-6; // atan(2^-17)
// Iteration 19
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.814697265625e-6; // 2^-18
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.8146972656064961e-6; // atan(2^-18)
// Iteration 20
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.9073486328125e-6; // 2^-19
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.9073486328101870e-6; // atan(2^-19)
// Iteration 21
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 9.5367431640625e-7; // 2^-20
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 9.5367431640596084e-7; // atan(2^-20)
// Iteration 22
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 4.76837158203125e-7; // 2^-21
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 4.7683715820308884e-7; // atan(2^-21)
// Iteration 23
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 2.384185791015625e-7; // 2^-22
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 2.3841857910155797e-7; // atan(2^-22)
// Iteration 24
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.1920928955078125e-7; // 2^-23
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
// angle -= sense * 1.1920928955078068e-7; // atan(2^-23)
return vector;
}
/**
* Computes the cosine and sine of the provided angle using the CORDIC algorithm.
*
* @name czm_cosineAndSine
* @glslFunction
*
* @param {float} angle The angle in radians.
*
* @returns {vec2} The resulting cosine of the angle (as the x coordinate) and sine of the angle (as the y coordinate).
*
* @example
* vec2 v = czm_cosineAndSine(czm_piOverSix);
* float cosine = v.x;
* float sine = v.y;
*/
vec2 czm_cosineAndSine(float angle)
{
if (angle < -czm_piOverTwo || angle > czm_piOverTwo)
{
if (angle < 0.0)
{
return -cordic(angle + czm_pi);
}
else
{
return -cordic(angle - czm_pi);
}
}
else
{
return cordic(angle);
}
}