//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include #include static float fastSin[628]; static float fastCos[628]; static bool calculatedFast = false; static void calculateFast() { calculatedFast = true; for (int i=0; i<628; i++) { float a = float(i) / 100.0f; fastSin[i] = (float) sin(a); fastCos[i] = (float) cos(a); } } float getFastSin(float angle) { if (!calculatedFast) calculateFast(); if (angle < 0.0f) { return -fastSin[(int(angle * -100)) % 628]; } return fastSin[(int(angle * 100)) % 628]; } float getFastCos(float angle) { if (!calculatedFast) calculateFast(); if (angle < 0.0f) { return fastCos[(int(angle * -100)) % 628]; } return fastCos[(int(angle * 100)) % 628]; }