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OpenAudio_ArduinoLibrary/mathDSP_F32.cpp

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3.9 KiB

#include "mathDSP_F32.h"
#include <math.h>
/* acos_f32(x) Bob Larkin 2020
* This acos(x) approximation is intended as being fast, resonably accurate, and
* with continuous function and derivative (slope) between -1 and 1 x value.
* It is the result of a "Chebychev-zero" fit to the true values, and is a 7th
* order polynomial for the full (-1.0, 1.0) range.
* Max error from -0.99 to 0.99 is < 0.018/Pi (1.0 deg)
* Error at -1 or +1 is 0.112/Pi (6.4 deg)
* For acos, speed and accuracy are in conflict near x = +/- 1, but that
* is not where communications phase detectors are normally used.
* Using T3.6 this function, by itself, measures as 0.18 uSec
*
* Thanks to Bob K3KHF for ideas on minimizing errors with acos().
* RSL 5 April 2020.
*/
float mathDSP_F32::acos_f32(float x) {
float w;
// These next two error checks use 0.056 uSec per call
if(x > 1.00000) return 0.0f;
if(x < -1.00000) return MF_PI;
w = x * x;
return 1.5707963268f+(x*((-0.97090f)+w*((-0.529008f)+w*(1.00279f-w*0.961446))));
}
/* *** Not currently used, but possible substitute for acosf(x) ***
* Apparently based on Handbook of Mathematical Functions
* M. Abramowitz and I.A. Stegun, Ed. Check before using.
* https://developer.download.nvidia.com/cg/acos.html
* Absolute error <= 6.7e-5, good, but not as good as acosf()
* T3.6 this measures 0.51 uSec (0.23 uSec from sqrtf() ),
* better than acosf(x) by a factor of 2.
*/
float mathDSP_F32::approxAcos(float x) {
if(x > 0.999999) return 0.0f;
if(x < -0.999999) return M_PI; // 3.14159265358979f;
float negate = float(x < 0);
x = fabsf(x);
float ret = -0.0187293f;
ret = ret * x;
ret = ret + 0.0742610f;
ret = ret * x;
ret = ret - 0.2121144f;
ret = ret * x;
ret = ret + 1.5707288f;
ret = ret * sqrtf(1.0f-x);
ret = ret - 2 * negate * ret;
return negate * MF_PI + ret;
}
/* Polynomial approximating arctangenet on iput range (-1, 1)
* giving result in a range of approximately (-pi/4, pi/4)
* Max error < 0.005 radians (or 0.29 degrees)
*
* Directly from www.dsprelated.com/showarticle/1052.php
* Thank you Nic Taylor---nice work.
*/
float mathDSP_F32::fastAtan2(float y, float x) {
if (x != 0.0f) {
if (fabsf(x) > fabsf(y)) {
const float z = y / x;
if (x > 0.0)
// atan2(y,x) = atan(y/x) if x > 0
return _Atan(z);
else if (y >= 0.0)
// atan2(y,x) = atan(y/x) + PI if x < 0, y >= 0
return _Atan(z) + M_PI;
else
// atan2(y,x) = atan(y/x) - PI if x < 0, y < 0
return _Atan(z) - M_PI;
}
else { // Use property atan(y/x) = PI/2-atan(x/y) if |y/x| > 1.
const float z = x / y;
if (y > 0.0)
// atan2(y,x) = PI/2 - atan(x/y) if |y/x| > 1, y > 0
return -_Atan(z) + M_PI_2;
else
// atan2(y,x) = -PI/2 - atan(x/y) if |y/x| > 1, y < 0
return -_Atan(z) - M_PI_2;
}
}
else {
if (y > 0.0f) // x = 0, y > 0
return M_PI_2;
else if (y < 0.0f) // x = 0, y < 0
return -M_PI_2;
}
return 0.0f; // x,y = 0. Undefined, stay finite.
}
/* float i0f(float x) Returns the modified Bessel function Io(x).
* Algorithm is based on Abromowitz and Stegun, Handbook of Mathematical
* Functions, and Press, et. al., Numerical Recepies in C.
* All in 32-bit floating point
*/
float mathDSP_F32::i0f(float x) {
float af, bf, cf;
if( (af=fabsf(x)) < 3.75f ) {
cf = x/3.75f;
cf = cf*cf;
bf=1.0f+cf*(3.515623f+cf*(3.089943f+cf*(1.20675f+cf*(0.265973f+
cf*(0.0360768f+cf*0.0045813f)))));
}
else {
cf = 3.75f/af;
bf=(expf(af)/sqrtf(af))*(0.3989423f+cf*(0.0132859f+cf*(0.0022532f+
cf*(-0.0015756f+cf*(0.0091628f+cf*(-0.0205771f+cf*(0.0263554f+
cf*(-0.0164763f+cf*0.0039238f))))))));
}
return bf;
}