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- /**
- * @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);
- }
- }
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