mirror of https://github.com/rusefi/bldc.git
Inline some math functions for speed
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/*
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Copyright 2016 Benjamin Vedder benjamin@vedder.se
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This file is part of the VESC firmware.
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The VESC firmware is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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The VESC firmware is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef APPCONF_APPCONF_EXAMPLE_PPM_H_
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#define APPCONF_APPCONF_EXAMPLE_PPM_H_
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// Use custom user application
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#define APPCONF_APP_TO_USE APP_CUSTOM
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#endif
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154
utils_math.c
154
utils_math.c
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@ -20,44 +20,10 @@
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#include "utils_math.h"
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#include "hal.h"
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#include "app.h"
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#include <math.h>
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#include <string.h>
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#include <stdlib.h>
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void utils_step_towards(float *value, float goal, float step) {
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if (*value < goal) {
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if ((*value + step) < goal) {
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*value += step;
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} else {
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*value = goal;
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}
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} else if (*value > goal) {
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if ((*value - step) > goal) {
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*value -= step;
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} else {
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*value = goal;
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}
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}
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}
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float utils_calc_ratio(float low, float high, float val) {
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return (val - low) / (high - low);
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}
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/**
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* Make sure that 0 <= angle < 360
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*
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* @param angle
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* The angle to normalize.
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*/
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void utils_norm_angle(float *angle) {
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*angle = fmodf(*angle, 360.0);
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if (*angle < 0.0) {
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*angle += 360.0;
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}
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}
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/*
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* Map angle from 0 to 1 in the range min to max. If angle is
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* outside of the range it will be less truncated to the closest
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@ -86,75 +52,6 @@ float utils_map_angle(float angle, float min, float max) {
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return res;
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}
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/**
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* Make sure that -pi <= angle < pi,
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*
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* TODO: Maybe use fmodf instead?
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*
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* @param angle
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* The angle to normalize in radians.
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* WARNING: Don't use too large angles.
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*/
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void utils_norm_angle_rad(float *angle) {
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while (*angle < -M_PI) {
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*angle += 2.0 * M_PI;
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}
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while (*angle >= M_PI) {
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*angle -= 2.0 * M_PI;
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}
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}
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bool utils_truncate_number(float *number, float min, float max) {
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bool did_trunc = false;
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if (*number > max) {
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*number = max;
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did_trunc = true;
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} else if (*number < min) {
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*number = min;
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did_trunc = true;
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}
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return did_trunc;
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}
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bool utils_truncate_number_int(int *number, int min, int max) {
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bool did_trunc = false;
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if (*number > max) {
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*number = max;
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did_trunc = true;
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} else if (*number < min) {
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*number = min;
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did_trunc = true;
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}
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return did_trunc;
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}
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bool utils_truncate_number_abs(float *number, float max) {
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bool did_trunc = false;
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if (*number > max) {
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*number = max;
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did_trunc = true;
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} else if (*number < -max) {
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*number = -max;
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did_trunc = true;
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}
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return did_trunc;
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}
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float utils_map(float x, float in_min, float in_max, float out_min, float out_max) {
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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int utils_map_int(int x, int in_min, int in_max, int out_min, int out_max) {
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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/**
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* Truncate absolute values less than tres to zero. The value
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* tres will be mapped to 0 and the value max to max.
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@ -289,21 +186,6 @@ int utils_middle_of_3_int(int a, int b, int c) {
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return middle;
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}
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// Fast inverse square-root
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// See: http://en.wikipedia.org/wiki/Fast_inverse_square_root
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float utils_fast_inv_sqrt(float x) {
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union {
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float as_float;
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long as_int;
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} un;
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float xhalf = 0.5f*x;
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un.as_float = x;
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un.as_int = 0x5f3759df - (un.as_int >> 1);
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un.as_float = un.as_float * (1.5f - xhalf * un.as_float * un.as_float);
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return un.as_float;
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}
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/**
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* Fast atan2
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*
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@ -341,40 +223,6 @@ float utils_fast_atan2(float y, float x) {
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}
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}
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/**
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* Truncate the magnitude of a vector.
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*
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* @param x
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* The first component.
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*
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* @param y
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* The second component.
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*
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* @param max
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* The maximum magnitude.
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*
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* @return
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* True if saturation happened, false otherwise
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*/
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bool utils_saturate_vector_2d(float *x, float *y, float max) {
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bool retval = false;
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float mag = NORM2_f(*x, *y);
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max = fabsf(max);
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if (mag < 1e-10) {
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mag = 1e-10;
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}
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if (mag > max) {
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const float f = max / mag;
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*x *= f;
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*y *= f;
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retval = true;
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}
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return retval;
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}
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/**
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* Fast sine and cosine implementation.
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*
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122
utils_math.h
122
utils_math.h
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#include <stdbool.h>
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#include <stdint.h>
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#include <math.h>
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#include "datatypes.h"
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void utils_step_towards(float *value, float goal, float step);
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float utils_calc_ratio(float low, float high, float val);
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void utils_norm_angle(float *angle);
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float utils_map_angle(float angle, float min, float max);
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void utils_norm_angle_rad(float *angle);
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bool utils_truncate_number(float *number, float min, float max);
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bool utils_truncate_number_int(int *number, int min, int max);
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bool utils_truncate_number_abs(float *number, float max);
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float utils_map(float x, float in_min, float in_max, float out_min, float out_max);
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int utils_map_int(int x, int in_min, int in_max, int out_min, int out_max);
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void utils_deadband(float *value, float tres, float max);
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float utils_angle_difference(float angle1, float angle2);
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float utils_angle_difference_rad(float angle1, float angle2);
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float utils_avg_angles_rad_fast(float *angles, float *weights, int angles_num);
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float utils_middle_of_3(float a, float b, float c);
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int utils_middle_of_3_int(int a, int b, int c);
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float utils_fast_inv_sqrt(float x);
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float utils_fast_atan2(float y, float x);
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bool utils_saturate_vector_2d(float *x, float *y, float max);
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void utils_fast_sincos(float angle, float *sin, float *cos);
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void utils_fast_sincos_better(float angle, float *sin, float *cos);
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float utils_min_abs(float va, float vb);
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@ -132,4 +123,113 @@ extern const float utils_tab_sin_32_2[];
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extern const float utils_tab_cos_32_1[];
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extern const float utils_tab_cos_32_2[];
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// Inline functions
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inline void utils_step_towards(float *value, float goal, float step) {
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if (*value < goal) {
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if ((*value + step) < goal) {
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*value += step;
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} else {
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*value = goal;
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}
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} else if (*value > goal) {
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if ((*value - step) > goal) {
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*value -= step;
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} else {
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*value = goal;
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}
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}
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}
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/**
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* Make sure that 0 <= angle < 360
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*
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* @param angle
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* The angle to normalize.
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*/
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inline void utils_norm_angle(float *angle) {
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*angle = fmodf(*angle, 360.0);
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if (*angle < 0.0) {
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*angle += 360.0;
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}
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}
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/**
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* Make sure that -pi <= angle < pi,
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*
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* @param angle
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* The angle to normalize in radians.
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* WARNING: Don't use too large angles.
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*/
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inline void utils_norm_angle_rad(float *angle) {
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while (*angle < -M_PI) { *angle += 2.0 * M_PI; }
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while (*angle >= M_PI) { *angle -= 2.0 * M_PI; }
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}
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inline void utils_truncate_number(float *number, float min, float max) {
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if (*number > max) {
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*number = max;
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} else if (*number < min) {
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*number = min;
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}
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}
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inline void utils_truncate_number_int(int *number, int min, int max) {
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if (*number > max) {
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*number = max;
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} else if (*number < min) {
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*number = min;
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}
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}
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inline void utils_truncate_number_abs(float *number, float max) {
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if (*number > max) {
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*number = max;
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} else if (*number < -max) {
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*number = -max;
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}
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}
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inline float utils_map(float x, float in_min, float in_max, float out_min, float out_max) {
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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inline int utils_map_int(int x, int in_min, int in_max, int out_min, int out_max) {
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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/**
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* Truncate the magnitude of a vector.
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*
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* @param x
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* The first component.
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*
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* @param y
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* The second component.
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*
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* @param max
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* The maximum magnitude.
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*
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* @return
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* True if saturation happened, false otherwise
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*/
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inline bool utils_saturate_vector_2d(float *x, float *y, float max) {
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bool retval = false;
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float mag = NORM2_f(*x, *y);
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max = fabsf(max);
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if (mag < 1e-10) {
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mag = 1e-10;
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}
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if (mag > max) {
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const float f = max / mag;
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*x *= f;
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*y *= f;
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retval = true;
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}
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return retval;
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}
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#endif /* UTILS_MATH_H_ */
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