| ??? 03/28/07 20:24 Read: times Msg Score: +2 +2 Good Answer/Helpful |
#136059 - its upto you but this is a sincos function Responding to: ???'s previous message |
/* sincosf.c: Computes sin or cos of a 32-bit float as outlined in [1]
Copyright (C) 2001, 2002 Jesus Calvino-Fraga, jesusc@ieee.org
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */
/* [1] William James Cody and W. M. Waite. _Software manual for the
elementary functions_, Englewood Cliffs, N.J.:Prentice-Hall, 1980. */
/* Version 1.0 - Initial release */
#include <math.h>
#include <errno.h>
#include <stdbool.h>
#define r1 -0.1666665668E+0
#define r2 0.8333025139E-2
#define r3 -0.1980741872E-3
#define r4 0.2601903036E-5
/* PI=C1+C2 */
#define C1 3.140625
#define C2 9.676535897E-4
/*A reasonable value for YMAX is the int part of PI*B**(t/2)=3.1416*2**(12)*/
#define YMAX 12867.0
float sincosf(const float x, const int iscos)
{
float y, f, r, g, XN;
int N;
BOOL sign;
if(iscos)
{
y=fabsf(x)+HALF_PI;
sign=0;
}
else
{
if(x<0.0)
{ y=-x; sign=1; }
else
{ y=x; sign=0; }
}
if(y>YMAX)
{
errno=ERANGE;
return 0.0;
}
/*Round y/PI to the nearest integer*/
N=((y*iPI)+0.5); /*y is positive*/
/*If N is odd change sign*/
if(N&1) sign=!sign;
XN=N;
/*Cosine required? (is done here to keep accuracy)*/
if(iscos) XN-=0.5;
y=fabsf(x);
r=(int)y;
g=y-r;
f=((r-XN*C1)+g)-XN*C2;
g=f*f;
if(g>EPS2) //Used to be if(fabsf(f)>EPS)
{
r=(((r4*g+r3)*g+r2)*g+r1)*g;
f+=f*r;
}
return (sign?-f:f);
}
Youve got to deside if you have enough time to run that for each sine or cosine or a lookup table would be better.Obviously only you can deside if you really need to use floating point but most applications very rarely do. |
| Topic | Author | Date |
| calculate sine, cosine in an 8051 | 01/01/70 00:00 | |
| A couple of options | 01/01/70 00:00 | |
| let\'s play a game... | 01/01/70 00:00 | |
| pin1 is a dead give away | 01/01/70 00:00 | |
| its upto you but this is a sincos function | 01/01/70 00:00 | |
| Jez ,what is EPS2 constant? | 01/01/70 00:00 | |
| SDCC | 01/01/70 00:00 | |
| looks impressive | 01/01/70 00:00 | |
| Yes | 01/01/70 00:00 | |
| Lookup table + interpolation. | 01/01/70 00:00 | |
Lookup table and interpolation | 01/01/70 00:00 | |
| Don't overlook the obvious | 01/01/70 00:00 | |
| What Compiler? | 01/01/70 00:00 | |
| The answer | 01/01/70 00:00 | |
| More Coprocessors & Libraries | 01/01/70 00:00 | |
| Obligatory | 01/01/70 00:00 | |
| You're too late | 01/01/70 00:00 | |
| OOps | 01/01/70 00:00 |



