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mrustc (master)
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#![no_std] use core::ops::Neg; #[inline(always)] pub fn shift_round(x: i32, shift: usize) -> i32 { (x + (1 << (shift - 1))) >> shift } fn abs<T>(x: T) -> T where T: PartialOrd + Default + Neg<Output = T>, { if x >= T::default() { x } else { -x } } /// 2-argument arctangent function. /// /// This implementation uses all integer arithmetic for fast /// computation. It is designed to have high accuracy near the axes /// and lower away from the axes. It is additionally designed so that /// the error changes slowly with respect to the angle. /// /// # Arguments /// /// * `y` - Y-axis component. /// * `x` - X-axis component. /// /// # Returns /// /// The angle between the x-axis and the ray to the point (x,y). The /// result range is from i32::MIN to i32::MAX, where i32::MIN /// corresponds to an angle of -pi and i32::MAX corresponds to an /// angle of +pi. pub fn atan2(y: i32, x: i32) -> i32 { let y = y >> 16; let x = x >> 16; let ux = abs::<i32>(x); let uy = abs::<i32>(y); // Uses the general procedure described in the following // Mathematics stack exchange answer: // // https://math.stackexchange.com/a/1105038/583981 // // The atan approximation method has been modified to be cheaper // to compute and to be more compatible with integer // arithmetic. The approximation technique used here is // // pi / 4 * x + 0.285 * x * (1 - abs(x)) // // which is taken from Rajan 2006: Efficient Approximations for // the Arctangent Function. let (min, max) = if ux < uy { (ux, uy) } else { (uy, ux) }; if max == 0 { return 0; } let ratio = (min << 15) / max; let mut angle = { // pi/4, referenced to i16::MAX const PI_4_FACTOR: i32 = 25735; // 0.285, referenced to i16::MAX const FACTOR_0285: i32 = 9339; // 1/pi, referenced to u16::MAX const PI_INVERTED_FACTOR: i32 = 20861; let r1 = shift_round(ratio * PI_4_FACTOR, 15); let r2 = shift_round( (shift_round(ratio * FACTOR_0285, 15)) * (i16::MAX as i32 - ratio), 15, ); (r1 + r2) * PI_INVERTED_FACTOR }; if uy > ux { angle = (i32::MAX >> 1) - angle; } if x < 0 { angle = i32::MAX - angle; } if y < 0 { angle *= -1; } angle } pub fn main() {}
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