mirror of
https://github.com/Oibaf66/frodo-wii.git
synced 2024-11-30 07:24:23 +01:00
416 lines
11 KiB
OpenEdge ABL
416 lines
11 KiB
OpenEdge ABL
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/*
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* FixPoint.i
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*
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* Provides fixpoint arithmetic (for use in SID.cpp)
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* You need to define FIXPOINT_PREC (number of fractional bits) and
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* ldSINTAB (ld of the size of the sinus table) as well M_PI
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* _before_ including this file.
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* Requires at least 32bit ints!
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* (C) 1997 Andreas Dehmel
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*/
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#define FIXPOINT_BITS 32
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// Sign-bit
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#define FIXPOINT_SIGN (1<<(FIXPOINT_BITS-1))
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/*
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* Elementary functions for the FixPoint class
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*/
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// Multiplies two fixpoint numbers, result is a fixpoint number.
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static inline int fixmult(int x, int y)
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{
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register unsigned int a,b;
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register bool sign;
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sign = (x ^ y) < 0;
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if (x < 0) {x = -x;}
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if (y < 0) {y = -y;}
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// a, b : integer part; x, y : fractional part. All unsigned now (for shift right)!!!
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a = (((unsigned int)x) >> FIXPOINT_PREC); x &= ~(a << FIXPOINT_PREC);
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b = (((unsigned int)y) >> FIXPOINT_PREC); y &= ~(b << FIXPOINT_PREC);
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x = ((a*b) << FIXPOINT_PREC) + (a*y + b*x) +
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((unsigned int)((x*y) + (1 << (FIXPOINT_PREC-1))) >> FIXPOINT_PREC);
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#ifdef FIXPOINT_SIGN
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if (x < 0) {x ^= FIXPOINT_SIGN;}
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#endif
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if (sign) {x = -x;}
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return(x);
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}
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// Multiplies a fixpoint number with an integer, result is a 32 bit (!) integer in
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// contrast to using the standard member-functions which can provide only (32-FIXPOINT_PREC)
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// valid bits.
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static inline int intmult(int x, int y) // x is fixpoint, y integer
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{
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register unsigned int i,j;
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register bool sign;
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sign = (x ^ y) < 0;
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if (x < 0) {x = -x;}
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if (y < 0) {y = -y;}
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i = (((unsigned int)x) >> 16); x &= ~(i << 16); // split both into 16.16 parts
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j = (((unsigned int)y) >> 16); y &= ~(j << 16);
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#if FIXPOINT_PREC <= 16
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// This '32' is independent of the number of bits used, it's due to the 16 bit shift
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i = ((i*j) << (32 - FIXPOINT_PREC)) + ((i*y + j*x) << (16 - FIXPOINT_PREC)) +
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((unsigned int)(x*y + (1 << (FIXPOINT_PREC - 1))) >> FIXPOINT_PREC);
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#else
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{
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register unsigned int h;
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h = (i*y + j*x);
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i = ((i*j) << (32 - FIXPOINT_PREC)) + (h >> (FIXPOINT_PREC - 16));
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h &= ((1 << (FIXPOINT_PREC - 16)) - 1); x *= y;
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i += (x >> FIXPOINT_PREC); x &= ((1 << FIXPOINT_PREC) - 1);
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i += (((h + (x >> 16)) + (1 << (FIXPOINT_PREC - 17))) >> (FIXPOINT_PREC - 16));
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}
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#endif
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#ifdef FIXPOINT_SIGN
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if (i < 0) {i ^= FIXPOINT_SIGN;}
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#endif
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if (sign) {i = -i;}
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return(i);
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}
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// Computes the product of a fixpoint number with itself.
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static inline int fixsquare(int x)
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{
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register unsigned int a;
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if (x < 0) {x = -x;}
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a = (((unsigned int)x) >> FIXPOINT_PREC); x &= ~(a << FIXPOINT_PREC);
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x = ((a*a) << FIXPOINT_PREC) + ((a*x) << 1) +
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((unsigned int)((x*x) + (1 << (FIXPOINT_PREC-1))) >> FIXPOINT_PREC);
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#ifdef FIXPOINT_SIGN
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if (x < 0) {x ^= FIXPOINT_SIGN;}
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#endif
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return(x);
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}
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// Computes the square root of a fixpoint number.
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static inline int fixsqrt(int x)
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{
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register int test, step;
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if (x < 0) return(-1); if (x == 0) return(0);
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step = (x <= (1<<FIXPOINT_PREC)) ? (1<<FIXPOINT_PREC) : (1<<((FIXPOINT_BITS - 2 + FIXPOINT_PREC)>>1));
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test = 0;
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while (step != 0)
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{
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register int h;
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h = fixsquare(test + step);
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if (h <= x) {test += step;}
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if (h == x) break;
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step >>= 1;
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}
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return(test);
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}
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// Divides a fixpoint number by another fixpoint number, yielding a fixpoint result.
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static inline int fixdiv(int x, int y)
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{
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register int res, mask;
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register bool sign;
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sign = (x ^ y) < 0;
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if (x < 0) {x = -x;}
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if (y < 0) {y = -y;}
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mask = (1<<FIXPOINT_PREC); res = 0;
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while (x > y) {y <<= 1; mask <<= 1;}
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while (mask != 0)
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{
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if (x >= y) {res |= mask; x -= y;}
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mask >>= 1; y >>= 1;
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}
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#ifdef FIXPOINT_SIGN
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if (res < 0) {res ^= FIXPOINT_SIGN;}
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#endif
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if (sign) {res = -res;}
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return(res);
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}
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/*
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* The C++ Fixpoint class. By no means exhaustive...
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* Since it contains only one int data, variables of type FixPoint can be
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* passed directly rather than as a reference.
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*/
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class FixPoint
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{
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private:
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int x;
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public:
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FixPoint(void);
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FixPoint(int y);
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~FixPoint(void);
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// conversions
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int Value(void);
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int round(void);
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operator int(void);
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// unary operators
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FixPoint sqrt(void);
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FixPoint sqr(void);
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FixPoint abs(void);
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FixPoint operator+(void);
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FixPoint operator-(void);
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FixPoint operator++(void);
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FixPoint operator--(void);
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// binary operators
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int imul(int y);
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FixPoint operator=(FixPoint y);
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FixPoint operator=(int y);
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FixPoint operator+(FixPoint y);
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FixPoint operator+(int y);
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FixPoint operator-(FixPoint y);
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FixPoint operator-(int y);
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FixPoint operator/(FixPoint y);
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FixPoint operator/(int y);
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FixPoint operator*(FixPoint y);
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FixPoint operator*(int y);
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FixPoint operator+=(FixPoint y);
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FixPoint operator+=(int y);
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FixPoint operator-=(FixPoint y);
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FixPoint operator-=(int y);
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FixPoint operator*=(FixPoint y);
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FixPoint operator*=(int y);
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FixPoint operator/=(FixPoint y);
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FixPoint operator/=(int y);
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FixPoint operator<<(int y);
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FixPoint operator>>(int y);
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FixPoint operator<<=(int y);
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FixPoint operator>>=(int y);
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// conditional operators
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bool operator<(FixPoint y);
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bool operator<(int y);
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bool operator<=(FixPoint y);
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bool operator<=(int y);
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bool operator>(FixPoint y);
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bool operator>(int y);
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bool operator>=(FixPoint y);
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bool operator>=(int y);
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bool operator==(FixPoint y);
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bool operator==(int y);
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bool operator!=(FixPoint y);
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bool operator!=(int y);
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};
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/*
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* int gets treated differently according to the case:
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*
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* a) Equations (=) or condition checks (==, <, <= ...): raw int (i.e. no conversion)
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* b) As an argument for an arithmetic operation: conversion to fixpoint by shifting
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*
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* Otherwise loading meaningful values into FixPoint variables would be very awkward.
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*/
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FixPoint::FixPoint(void) {x = 0;}
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FixPoint::FixPoint(int y) {x = y;}
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FixPoint::~FixPoint(void) {;}
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inline int FixPoint::Value(void) {return(x);}
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inline int FixPoint::round(void) {return((x + (1 << (FIXPOINT_PREC-1))) >> FIXPOINT_PREC);}
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inline FixPoint::operator int(void) {return(x);}
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// unary operators
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inline FixPoint FixPoint::sqrt(void) {return(fixsqrt(x));}
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inline FixPoint FixPoint::sqr(void) {return(fixsquare(x));}
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inline FixPoint FixPoint::abs(void) {return((x < 0) ? -x : x);}
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inline FixPoint FixPoint::operator+(void) {return(x);}
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inline FixPoint FixPoint::operator-(void) {return(-x);}
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inline FixPoint FixPoint::operator++(void) {x += (1 << FIXPOINT_PREC); return x;}
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inline FixPoint FixPoint::operator--(void) {x -= (1 << FIXPOINT_PREC); return x;}
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// binary operators
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inline int FixPoint::imul(int y) {return(intmult(x,y));}
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inline FixPoint FixPoint::operator=(FixPoint y) {x = y.Value(); return x;}
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inline FixPoint FixPoint::operator=(int y) {x = y; return x;}
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inline FixPoint FixPoint::operator+(FixPoint y) {return(x + y.Value());}
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inline FixPoint FixPoint::operator+(int y) {return(x + (y << FIXPOINT_PREC));}
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inline FixPoint FixPoint::operator-(FixPoint y) {return(x - y.Value());}
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inline FixPoint FixPoint::operator-(int y) {return(x - (y << FIXPOINT_PREC));}
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inline FixPoint FixPoint::operator/(FixPoint y) {return(fixdiv(x,y.Value()));}
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inline FixPoint FixPoint::operator/(int y) {return(x/y);}
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inline FixPoint FixPoint::operator*(FixPoint y) {return(fixmult(x,y.Value()));}
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inline FixPoint FixPoint::operator*(int y) {return(x*y);}
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inline FixPoint FixPoint::operator+=(FixPoint y) {x += y.Value(); return x;}
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inline FixPoint FixPoint::operator+=(int y) {x += (y << FIXPOINT_PREC); return x;}
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inline FixPoint FixPoint::operator-=(FixPoint y) {x -= y.Value(); return x;}
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inline FixPoint FixPoint::operator-=(int y) {x -= (y << FIXPOINT_PREC); return x;}
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inline FixPoint FixPoint::operator*=(FixPoint y) {x = fixmult(x,y.Value()); return x;}
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inline FixPoint FixPoint::operator*=(int y) {x *= y; return x;}
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inline FixPoint FixPoint::operator/=(FixPoint y) {x = fixdiv(x,y.Value()); return x;}
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inline FixPoint FixPoint::operator/=(int y) {x /= y; return x;}
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inline FixPoint FixPoint::operator<<(int y) {return(x << y);}
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inline FixPoint FixPoint::operator>>(int y) {return(x >> y);}
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inline FixPoint FixPoint::operator<<=(int y) {x <<= y; return x;}
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inline FixPoint FixPoint::operator>>=(int y) {x >>= y; return x;}
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// conditional operators
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inline bool FixPoint::operator<(FixPoint y) {return(x < y.Value());}
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inline bool FixPoint::operator<(int y) {return(x < y);}
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inline bool FixPoint::operator<=(FixPoint y) {return(x <= y.Value());}
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inline bool FixPoint::operator<=(int y) {return(x <= y);}
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inline bool FixPoint::operator>(FixPoint y) {return(x > y.Value());}
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inline bool FixPoint::operator>(int y) {return(x > y);}
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inline bool FixPoint::operator>=(FixPoint y) {return(x >= y.Value());}
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inline bool FixPoint::operator>=(int y) {return(x >= y);}
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inline bool FixPoint::operator==(FixPoint y) {return(x == y.Value());}
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inline bool FixPoint::operator==(int y) {return(x == y);}
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inline bool FixPoint::operator!=(FixPoint y) {return(x != y.Value());}
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inline bool FixPoint::operator!=(int y) {return(x != y);}
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/*
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* In case the first argument is an int (i.e. member-operators not applicable):
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* Not supported: things like int/FixPoint. The same difference in conversions
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* applies as mentioned above.
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*/
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// binary operators
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inline FixPoint operator+(int x, FixPoint y) {return((x << FIXPOINT_PREC) + y.Value());}
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inline FixPoint operator-(int x, FixPoint y) {return((x << FIXPOINT_PREC) - y.Value());}
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inline FixPoint operator*(int x, FixPoint y) {return(x*y.Value());}
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// conditional operators
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inline bool operator==(int x, FixPoint y) {return(x == y.Value());}
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inline bool operator!=(int x, FixPoint y) {return(x != y.Value());}
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inline bool operator<(int x, FixPoint y) {return(x < y.Value());}
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inline bool operator<=(int x, FixPoint y) {return(x <= y.Value());}
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inline bool operator>(int x, FixPoint y) {return(x > y.Value());}
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inline bool operator>=(int x, FixPoint y) {return(x >= y.Value());}
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/*
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* For more convenient creation of constant fixpoint numbers from constant floats.
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*/
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#define FixNo(n) (FixPoint)((int)(n*(1<<FIXPOINT_PREC)))
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/*
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* Stuff re. the sinus table used with fixpoint arithmetic
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*/
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// define as global variable
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FixPoint SinTable[(1<<ldSINTAB)];
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#define FIXPOINT_SIN_COS_GENERIC \
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if (angle >= 3*(1<<ldSINTAB)) {return(-SinTable[(1<<(ldSINTAB+2)) - angle]);}\
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if (angle >= 2*(1<<ldSINTAB)) {return(-SinTable[angle - 2*(1<<ldSINTAB)]);}\
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if (angle >= (1<<ldSINTAB)) {return(SinTable[2*(1<<ldSINTAB) - angle]);}\
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return(SinTable[angle]);
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// sin and cos: angle is fixpoint number 0 <= angle <= 2 (*PI)
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static inline FixPoint fixsin(FixPoint x)
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{
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int angle = x;
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angle = (angle >> (FIXPOINT_PREC - ldSINTAB - 1)) & ((1<<(ldSINTAB+2))-1);
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FIXPOINT_SIN_COS_GENERIC
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}
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static inline FixPoint fixcos(FixPoint x)
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{
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int angle = x;
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// cos(x) = sin(x+PI/2)
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angle = (angle + (1<<(FIXPOINT_PREC-1)) >> (FIXPOINT_PREC - ldSINTAB - 1)) & ((1<<(ldSINTAB+2))-1);
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FIXPOINT_SIN_COS_GENERIC
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}
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static inline void InitFixSinTab(void)
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{
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int i;
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float step;
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for (i=0, step=0; i<(1<<ldSINTAB); i++, step+=0.5/(1<<ldSINTAB))
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{
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SinTable[i] = FixNo(sin(M_PI * step));
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}
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}
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