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hekate/bdk/libs/lvgl/lv_misc/lv_math.c
CTCaer 185526d134 Introducing Bootloader Development Kit (BDK)
BDK will allow developers to use the full collection of drivers,
with limited editing, if any, for making payloads for Nintendo Switch.

Using a single source for everything will also help decoupling
Switch specific code and easily port it to other Tegra X1/X1+ platforms.
And maybe even to lower targets.

Everything is now centrilized into bdk folder.
Every module or project can utilize it by simply including it.

This is just the start and it will continue to improve.
2020-06-14 15:25:21 +03:00

165 lines
4.4 KiB
C

/**
* @file lv_math.c
*
*/
/*********************
* INCLUDES
*********************/
#include "lv_math.h"
#include <stdbool.h>
/*********************
* DEFINES
*********************/
/**********************
* TYPEDEFS
**********************/
/**********************
* STATIC PROTOTYPES
**********************/
/**********************
* STATIC VARIABLES
**********************/
static int16_t sin0_90_table[] = {
0, 572, 1144, 1715, 2286, 2856, 3425, 3993, 4560, 5126,
5690, 6252, 6813, 7371, 7927, 8481, 9032, 9580, 10126, 10668,
11207, 11743, 12275, 12803, 13328, 13848, 14364, 14876, 15383, 15886,
16383, 16876, 17364, 17846, 18323, 18794, 19260, 19720, 20173, 20621,
21062, 21497, 21925, 22347, 22762, 23170, 23571, 23964, 24351, 24730,
25101, 25465, 25821, 26169, 26509, 26841, 27165, 27481, 27788, 28087,
28377, 28659, 28932, 29196, 29451, 29697, 29934, 30162, 30381, 30591,
30791, 30982, 31163, 31335, 31498, 31650, 31794, 31927, 32051, 32165,
32269, 32364, 32448, 32523, 32587, 32642, 32687, 32722, 32747, 32762,
32767
};
/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
/**
* Convert a number to string
* @param num a number
* @param buf pointer to a `char` buffer. The result will be stored here (max 10 elements)
* @return same as `buf` (just for convenience)
*/
char * lv_math_num_to_str(int32_t num, char * buf)
{
char * buf_ori = buf;
if(num == 0) {
buf[0] = '0';
buf[1] = '\0';
return buf;
} else if(num < 0) {
(*buf) = '-';
buf++;
num = LV_MATH_ABS(num);
}
uint32_t output = 0;
int8_t i;
for(i = 31; i >= 0; i--) {
if((output & 0xF) >= 5)
output += 3;
if(((output & 0xF0) >> 4) >= 5)
output += (3 << 4);
if(((output & 0xF00) >> 8) >= 5)
output += (3 << 8);
if(((output & 0xF000) >> 12) >= 5)
output += (3 << 12);
if(((output & 0xF0000) >> 16) >= 5)
output += (3 << 16);
if(((output & 0xF00000) >> 20) >= 5)
output += (3 << 20);
if(((output & 0xF000000) >> 24) >= 5)
output += (3 << 24);
if(((output & 0xF0000000) >> 28) >= 5)
output += (3 << 28);
output = (output << 1) | ((num >> i) & 1);
}
uint8_t digit;
bool leading_zero_ready = false;
for(i = 28; i >= 0; i -= 4) {
digit = ((output >> i) & 0xF) + '0';
if(digit == '0' && leading_zero_ready == false) continue;
leading_zero_ready = true;
(*buf) = digit;
buf++;
}
(*buf) = '\0';
return buf_ori;
}
/**
* Return with sinus of an angle
* @param angle
* @return sinus of 'angle'. sin(-90) = -32767, sin(90) = 32767
*/
int16_t lv_trigo_sin(int16_t angle)
{
int16_t ret = 0;
angle = angle % 360;
if(angle < 0) angle = 360 + angle;
if(angle < 90) {
ret = sin0_90_table[angle];
} else if(angle >= 90 && angle < 180) {
angle = 180 - angle;
ret = sin0_90_table[angle];
} else if(angle >= 180 && angle < 270) {
angle = angle - 180;
ret = - sin0_90_table[angle];
} else { /*angle >=270*/
angle = 360 - angle;
ret = - sin0_90_table[angle];
}
return ret;
}
/**
* Calculate a value of a Cubic Bezier function.
* @param t time in range of [0..LV_BEZIER_VAL_MAX]
* @param u0 start values in range of [0..LV_BEZIER_VAL_MAX]
* @param u1 control value 1 values in range of [0..LV_BEZIER_VAL_MAX]
* @param u2 control value 2 in range of [0..LV_BEZIER_VAL_MAX]
* @param u3 end values in range of [0..LV_BEZIER_VAL_MAX]
* @return the value calculated from the given parameters in range of [0..LV_BEZIER_VAL_MAX]
*/
int32_t lv_bezier3(uint32_t t, int32_t u0, int32_t u1, int32_t u2, int32_t u3)
{
uint32_t t_rem = 1024 - t;
uint32_t t_rem2 = (t_rem * t_rem) >> 10;
uint32_t t_rem3 = (t_rem2 * t_rem) >> 10;
uint32_t t2 = (t * t) >> 10;
uint32_t t3 = (t2 * t) >> 10;
uint32_t v1 = ((uint32_t)t_rem3 * u0) >> 10;
uint32_t v2 = ((uint32_t)3 * t_rem2 * t * u1) >> 20;
uint32_t v3 = ((uint32_t)3 * t_rem * t2 * u2) >> 20;
uint32_t v4 = ((uint32_t)t3 * u3) >> 10;
return v1 + v2 + v3 + v4;
}
/**********************
* STATIC FUNCTIONS
**********************/