Fast trigonometric operations : Geometry « 2D Graphics GUI « Java






Fast trigonometric operations

Fast trigonometric operations
       
//package com.ryanm.droid.rugl.util;

/**
 * Fast trigonometric operations
 * 
 * @author Riven
 */
public class Trig {
  /**
   * I'm sick of casting to float
   */
  public static final float PI = (float) Math.PI;

  /**
   * I'm also sick of multiplying by two
   */
  public static final float TWO_PI = 2 * PI;

  /**
   * Honestly, who has the time to divide by two?
   */
  public static final float HALF_PI = PI / 2;

  private static final int ATAN2_BITS = 7;

  private static final int ATAN2_BITS2 = ATAN2_BITS << 1;

  private static final int ATAN2_MASK = ~(-1 << ATAN2_BITS2);

  private static final int ATAN2_COUNT = ATAN2_MASK + 1;

  private static final int ATAN2_DIM = (int) Math.sqrt(ATAN2_COUNT);

  private static final float ATAN2_DIM_MINUS_1 = ATAN2_DIM - 1;

  private static final float[] atan2 = new float[ATAN2_COUNT];

  private static final int SIN_BITS, SIN_MASK, SIN_COUNT;

  private static final float radFull, radToIndex;

  private static final float[] sin, cos;

  static {
    for (int i = 0; i < ATAN2_DIM; i++) {
      for (int j = 0; j < ATAN2_DIM; j++) {
        float x0 = (float) i / ATAN2_DIM;
        float y0 = (float) j / ATAN2_DIM;

        atan2[j * ATAN2_DIM + i] = (float) Math.atan2(y0, x0);
      }
    }

    SIN_BITS = 12;
    SIN_MASK = ~(-1 << SIN_BITS);
    SIN_COUNT = SIN_MASK + 1;

    radFull = (float) (Math.PI * 2.0);
    radToIndex = SIN_COUNT / radFull;

    sin = new float[SIN_COUNT];
    cos = new float[SIN_COUNT];

    for (int i = 0; i < SIN_COUNT; i++) {
      sin[i] = (float) Math.sin((i + 0.5f) / SIN_COUNT * radFull);
      cos[i] = (float) Math.cos((i + 0.5f) / SIN_COUNT * radFull);
    }
  }

  /**
   * Like {@link Math#sin(double)}, but a lot faster and a bit less accurate
   * 
   * @param rad
   * @return sin( rad )
   */
  public static final float sin(float rad) {
    return sin[(int) (rad * radToIndex) & SIN_MASK];
  }

  /**
   * Like {@link Math#cos(double)}, but a lot faster and a bit less accurate
   * 
   * @param rad
   * @return cos( rad )
   */
  public static final float cos(float rad) {
    return cos[(int) (rad * radToIndex) & SIN_MASK];
  }

  /**
   * @param y
   * @param x
   * @return the angle to (x,y)
   */
  public static final float atan2(float y, float x) {
    float add, mul;

    if (x < 0.0f) {
      if (y < 0.0f) {
        x = -x;
        y = -y;

        mul = 1.0f;
      } else {
        x = -x;
        mul = -1.0f;
      }

      add = -3.141592653f;
    } else {
      if (y < 0.0f) {
        y = -y;
        mul = -1.0f;
      } else {
        mul = 1.0f;
      }

      add = 0.0f;
    }

    float invDiv = ATAN2_DIM_MINUS_1 / (x < y ? y : x);

    int xi = (int) (x * invDiv);
    int yi = (int) (y * invDiv);

    return (atan2[yi * ATAN2_DIM + xi] + add) * mul;
  }

  /**
   * @param degrees
   * @return the radians value
   */
  public static float toRadians(float degrees) {
    return degrees / 180.0f * Trig.PI;
  }

  /**
   * @param radians
   * @return the degrees value
   */
  public static float toDegrees(float radians) {
    return radians * 180.0f / Trig.PI;
  }
}

   
    
    
    
    
    
    
  








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