fast_math.h 5.1 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. #define NORM2_f(x,y) (sqrtf(SQ(x) + SQ(y)))
  20. // nan and infinity check for floats
  21. #define UTILS_IS_INF(x) ((x) == (1.0F / 0.0F) || (x) == (-1.0F / 0.0F))
  22. #define UTILS_IS_NAN(x) ((x) != (x))
  23. #define UTILS_NAN_ZERO(x) (x = UTILS_IS_NAN(x) ? 0.0F : x)
  24. void fast_sincos(float angle, float *sin, float *cos);
  25. void arm_sin_cos(float angle, float *s, float *c);
  26. static __INLINE int32_t sclamp(int32_t v, int32_t minv, int32_t maxv) {
  27. if (v < minv) {
  28. return minv;
  29. }else if (v > maxv) {
  30. return maxv;
  31. }
  32. return v;
  33. }
  34. static __INLINE float fclamp(float v, float minv, float maxv) {
  35. if (v < minv) {
  36. return minv;
  37. }else if (v > maxv) {
  38. return maxv;
  39. }
  40. return v;
  41. }
  42. static void fast_norm_angle(float *angle) {
  43. *angle = fmodf(*angle, 360.0f);
  44. if (*angle < 0.0f) {
  45. *angle += 360.0f;
  46. }
  47. }
  48. static __INLINE float f_map(float x, float in_min, float in_max, float out1, float out2) {
  49. if (out1 > out2) { /* 递增map */
  50. return out1 - (x - in_min) * (out1 - out2) / (in_max - in_min);
  51. }else { /* 递减map */
  52. return (x - in_min) * (out2 - out1) / (in_max - in_min) + out1;
  53. }
  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. static __INLINE s16 line_intp(s16 x, s16 x_l, s16 x_h, s16 y_l, s16 y_h) {
  86. float r = (float)(x - x_l) /(float)(x_h - x_l);
  87. return (s16)(r * (y_h - y_l)) + y_l;
  88. }
  89. /**
  90. * Fast atan2
  91. *
  92. * See http://www.dspguru.com/dsp/tricks/fixed-point-atan2-with-self-normalization
  93. *
  94. * @param y
  95. * y
  96. *
  97. * @param x
  98. * x
  99. *
  100. * @return
  101. * The angle in radians
  102. */
  103. static __INLINE float fast_atan2(float y, float x) {
  104. float abs_y = fabsf(y) + 1e-20f; // kludge to prevent 0/0 condition
  105. float angle;
  106. if (x >= 0) {
  107. float r = (x - abs_y) / (x + abs_y);
  108. float rsq = r * r;
  109. angle = ((0.1963f * rsq) - 0.9817f) * r + (M_PI / 4.0f);
  110. } else {
  111. float r = (x + abs_y) / (abs_y - x);
  112. float rsq = r * r;
  113. angle = ((0.1963f * rsq) - 0.9817f) * r + (3.0f * M_PI / 4.0f);
  114. }
  115. UTILS_NAN_ZERO(angle);
  116. if (y < 0) {
  117. return(-angle);
  118. } else {
  119. return(angle);
  120. }
  121. }
  122. static __INLINE float fast_atan_2(float y, float x) {
  123. // a := min (|x|, |y|) / max (|x|, |y|)
  124. float abs_y = ABS(y);
  125. float abs_x = ABS(x);
  126. // inject FLT_MIN in denominator to avoid division by zero
  127. float a = min(abs_x, abs_y) / (MAX(abs_x, abs_y) + 1e-20f);
  128. // s := a * a
  129. float s = a * a;
  130. // r := ((-0.0464964749 * s + 0.15931422) * s - 0.327622764) * s * a + a
  131. float r = ((-0.0464964749f * s + 0.15931422f) * s - 0.327622764f) * s * a + a;
  132. // if |y| > |x| then r := 1.57079637 - r
  133. if (abs_y > abs_x)
  134. r = 1.57079637f - r;
  135. // if x < 0 then r := 3.14159274 - r
  136. if (x < 0.0f)
  137. r = 3.14159274f - r;
  138. // if y < 0 then r := -r
  139. if (y < 0.0f)
  140. r = -r;
  141. return r;
  142. }
  143. static __INLINE void saturate_vector_2d(float *x, float *y, float max) {
  144. float mag = NORM2_f(*x, *y);
  145. max = fabsf(max);
  146. if (mag < 1e-4f) {
  147. mag = 1e-4f;
  148. }
  149. if (mag > max) {
  150. const float f = max / mag;
  151. *x *= f;
  152. *y *= f;
  153. }
  154. }
  155. static void normal_sincosf(float angle, float *sin, float *cos) {
  156. *sin = arm_sin_f32(angle);
  157. *cos = arm_cos_f32(angle);
  158. }
  159. #define degree_2_pi(d) ((float)(d) * M_PI / 180.0f)
  160. #define pi_2_degree(d) ((float)(d) * 180.0f / M_PI)
  161. #define INVALID_ANGLE 0x3DFF
  162. #define SIGN(x) (((x) < 0.0f) ? -1.0f : 1.0f)
  163. #define norm_angle_rad(a) {while (a >= M_PI*2) a-=M_PI*2;while (a < 0) a +=M_PI*2;};
  164. /**
  165. * A simple low pass filter.
  166. *
  167. * @param value
  168. * The filtered value.
  169. *
  170. * @param sample
  171. * Next sample.
  172. *
  173. * @param filter_constant
  174. * Filter constant. Range 0.0 to 1.0, where 1.0 gives the unfiltered value.
  175. */
  176. /* 前向差分离散化 */
  177. #define LowPass_Filter(value, sample, filter_constant) (value = ((float)sample - (float)value) * filter_constant + value)
  178. /* 后向差分离散化 */
  179. #define do_lpf(value, sample, filter_constant) ((sample * filter_constant + value)/(1.0f + filter_constant))
  180. #endif /* _Fast_Math_H__ */