fast_math.h 4.7 KB

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  1. #ifndef _Fast_Math_H__
  2. #define _Fast_Math_H__
  3. #include <arm_math.h>
  4. #include "libs/utils.h"
  5. // Constants
  6. #define ONE_BY_SQRT3 (0.57735026919f) // 1/sqrt(3)
  7. #define TWO_BY_SQRT3 (2.0f * 0.57735026919f)
  8. #define SQRT3_BY_2 (0.86602540378f)
  9. #define SQRT3 (1.73205080757f)
  10. #define SQRT2_BY_SQRT3 (0.8164966f)
  11. #define TWO_BY_THREE (0.66667f)
  12. #define M_PI (3.14159265f)
  13. #define ONE_BY_SQRT3_Q14 (9459L) //0.57735026919 * 16384.0F
  14. #define SQRT3_BY_2_Q14 (14189L)//0.86602540378 * 16384.0F
  15. #define TWO_BY_SQRT3_Q14 (18918L)
  16. #ifndef SQ
  17. #define SQ(x) ((x)*(x))
  18. #endif
  19. // nan and infinity check for floats
  20. #define UTILS_IS_INF(x) ((x) == (1.0F / 0.0F) || (x) == (-1.0F / 0.0F))
  21. #define UTILS_IS_NAN(x) ((x) != (x))
  22. #define UTILS_NAN_ZERO(x) (x = UTILS_IS_NAN(x) ? 0.0F : x)
  23. void fast_sincos(float angle, float *sin, float *cos);
  24. void arm_sin_cos(float angle, float *s, float *c);
  25. static __INLINE int32_t sclamp(int32_t v, int32_t minv, int32_t maxv) {
  26. if (v < minv) {
  27. return minv;
  28. }else if (v > maxv) {
  29. return maxv;
  30. }
  31. return v;
  32. }
  33. static __INLINE float fclamp(float v, float minv, float maxv) {
  34. if (v < minv) {
  35. return minv;
  36. }else if (v > maxv) {
  37. return maxv;
  38. }
  39. return v;
  40. }
  41. static void fast_norm_angle(float *angle) {
  42. *angle = fmodf(*angle, 360.0f);
  43. if (*angle < 0.0f) {
  44. *angle += 360.0f;
  45. }
  46. }
  47. /* 递增map */
  48. static __INLINE float f_map(float x, float in_min, float in_max, float out_min, float out_max) {
  49. return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
  50. }
  51. /* 递减map */
  52. static __INLINE float f_map_inv(float x, float in_min, float in_max, float out_min, float out_max) {
  53. return out_max - (x - in_min) * (out_max - out_min) / (in_max - in_min);
  54. }
  55. static __INLINE void step_towards(float *value, float goal, float step) {
  56. if (*value < goal) {
  57. if ((*value + step) < goal) {
  58. *value += step;
  59. } else {
  60. *value = goal;
  61. }
  62. } else if (*value > goal) {
  63. if ((*value - step) > goal) {
  64. *value -= step;
  65. } else {
  66. *value = goal;
  67. }
  68. }
  69. }
  70. static __INLINE void step_towards_s16(s16 *value, s16 goal, s16 step) {
  71. if (*value < goal) {
  72. if ((*value + step) < goal) {
  73. *value += step;
  74. } else {
  75. *value = goal;
  76. }
  77. } else if (*value > goal) {
  78. if ((*value - step) > goal) {
  79. *value -= step;
  80. } else {
  81. *value = goal;
  82. }
  83. }
  84. }
  85. /**
  86. * Fast atan2
  87. *
  88. * See http://www.dspguru.com/dsp/tricks/fixed-point-atan2-with-self-normalization
  89. *
  90. * @param y
  91. * y
  92. *
  93. * @param x
  94. * x
  95. *
  96. * @return
  97. * The angle in radians
  98. */
  99. static __INLINE float fast_atan2(float y, float x) {
  100. float abs_y = fabsf(y) + 1e-20f; // kludge to prevent 0/0 condition
  101. float angle;
  102. if (x >= 0) {
  103. float r = (x - abs_y) / (x + abs_y);
  104. float rsq = r * r;
  105. angle = ((0.1963f * rsq) - 0.9817f) * r + (M_PI / 4.0f);
  106. } else {
  107. float r = (x + abs_y) / (abs_y - x);
  108. float rsq = r * r;
  109. angle = ((0.1963f * rsq) - 0.9817f) * r + (3.0f * M_PI / 4.0f);
  110. }
  111. UTILS_NAN_ZERO(angle);
  112. if (y < 0) {
  113. return(-angle);
  114. } else {
  115. return(angle);
  116. }
  117. }
  118. static __INLINE float fast_atan_2(float y, float x) {
  119. // a := min (|x|, |y|) / max (|x|, |y|)
  120. float abs_y = ABS(y);
  121. float abs_x = ABS(x);
  122. // inject FLT_MIN in denominator to avoid division by zero
  123. float a = min(abs_x, abs_y) / (MAX(abs_x, abs_y) + 1e-20f);
  124. // s := a * a
  125. float s = a * a;
  126. // r := ((-0.0464964749 * s + 0.15931422) * s - 0.327622764) * s * a + a
  127. float r = ((-0.0464964749f * s + 0.15931422f) * s - 0.327622764f) * s * a + a;
  128. // if |y| > |x| then r := 1.57079637 - r
  129. if (abs_y > abs_x)
  130. r = 1.57079637f - r;
  131. // if x < 0 then r := 3.14159274 - r
  132. if (x < 0.0f)
  133. r = 3.14159274f - r;
  134. // if y < 0 then r := -r
  135. if (y < 0.0f)
  136. r = -r;
  137. return r;
  138. }
  139. static void normal_sincosf(float angle, float *sin, float *cos) {
  140. *sin = arm_sin_f32(angle);
  141. *cos = arm_cos_f32(angle);
  142. }
  143. #define degree_2_pi(d) ((float)(d) * M_PI / 180.0f)
  144. #define pi_2_degree(d) ((float)(d) * 180.0f / M_PI)
  145. #define INVALID_ANGLE 0x3DFF
  146. #define SIGN(x) (((x) < 0.0f) ? -1.0f : 1.0f)
  147. /**
  148. * A simple low pass filter.
  149. *
  150. * @param value
  151. * The filtered value.
  152. *
  153. * @param sample
  154. * Next sample.
  155. *
  156. * @param filter_constant
  157. * Filter constant. Range 0.0 to 1.0, where 1.0 gives the unfiltered value.
  158. */
  159. /* 前向差分离散化 */
  160. #define LowPass_Filter(value, sample, filter_constant) (value = ((float)sample - (float)value) * filter_constant + value)
  161. /* 后向差分离散化 */
  162. #define do_lpf(value, sample, filter_constant) ((sample * filter_constant + value)/(1.0f + filter_constant))
  163. #endif /* _Fast_Math_H__ */