void RealFFTI(const ColumnVector& A, const ColumnVector& B, ColumnVector& U) { // inverse of a Fourier transform of a real series Tracer trace("RealFFTI"); REPORT const int n21 = A.Nrows(); // length of arrays if (n21 != B.Nrows() || n21 == 0) Throw(ProgramException("Vector lengths unequal or zero", A, B)); const int n2 = n21 - 1; const int n = 2 * n2; int i = n2 - 1; ColumnVector X(n2), Y(n2); Real* a = A.Store(); Real* b = B.Store(); // first els of A and B Real* an = a + n2; Real* bn = b + n2; // last els of A and B Real* x = X.Store(); Real* y = Y.Store(); // first els of X and Y Real* xn = x + i; Real* yn = y + i; // last els of X and Y Real hn = 0.5 / n2; *x++ = hn * (*a + *an); *y++ = - hn * (*a - *an); a++; an--; b++; bn--; int j = -1; i = n2/2; while (i--) { Real c,s; cossin(j--,n,c,s); Real am = *a - *an; Real ap = *a++ + *an--; Real bm = *b - *bn; Real bp = *b++ + *bn--; Real samcbp = s * am - c * bp; Real sbpcam = s * bp + c * am; *x++ = hn * ( ap + samcbp); *y++ = - hn * ( bm + sbpcam); *xn-- = hn * ( ap - samcbp); *yn-- = - hn * (-bm + sbpcam); } FFT(X,Y,X,Y); // have done inverting elsewhere U.ReSize(n); i = n2; x = X.Store(); y = Y.Store(); Real* u = U.Store(); while (i--) { *u++ = *x++; *u++ = - *y++; } }
void iterate_terrain(BATB& batb, run::World& run, forest::World& forest) { //terrain_group->autoUpdateLodAll(false, Any( Real(HOLD_LOD_DISTANCE) )); tick_t tick = run.tick; float_t x,z; cossin( 0.1 * tick, x, z ); float_t y = sin( tick * 3 ); //Vector3 pos( 0, 400, 0 ); //camera->setPosition( pos ); Ogre::Vector3 dir( x, -0.14, z ); dir.normalise(); //camera->setDirection( dir ); if ( forest.runners.empty() ) { std::cout << "runners.empty!!\n"; camera->setDirection( dir ); } else { forest::Runner runner = forest.runners.front(); glm::mat4 aim = runner.move.aim; glm::vec4 z = aim[2]; camera->setDirection( Ogre::Vector3( z[0], z[1], z[2] ) ); glm::vec4 pos = runner.move.aim[3]; camera->setPosition( Ogre::Vector3( pos[0], pos[1], pos[2] ) ); } }
void RealFFT(const ColumnVector& U, ColumnVector& X, ColumnVector& Y) { // Fourier transform of a real series Tracer trace("RealFFT"); REPORT const int n = U.Nrows(); // length of arrays const int n2 = n / 2; if (n != 2 * n2) Throw(ProgramException("Vector length not multiple of 2", U)); ColumnVector A(n2), B(n2); Real* a = A.Store(); Real* b = B.Store(); Real* u = U.Store(); int i = n2; while (i--) { *a++ = *u++; *b++ = *u++; } FFT(A,B,A,B); int n21 = n2 + 1; X.ReSize(n21); Y.ReSize(n21); i = n2 - 1; a = A.Store(); b = B.Store(); // first els of A and B Real* an = a + i; Real* bn = b + i; // last els of A and B Real* x = X.Store(); Real* y = Y.Store(); // first els of X and Y Real* xn = x + n2; Real* yn = y + n2; // last els of X and Y *x++ = *a + *b; *y++ = 0.0; // first complex element *xn-- = *a++ - *b++; *yn-- = 0.0; // last complex element int j = -1; i = n2/2; while (i--) { Real c,s; cossin(j--,n,c,s); Real am = *a - *an; Real ap = *a++ + *an--; Real bm = *b - *bn; Real bp = *b++ + *bn--; Real samcbp = s * am + c * bp; Real sbpcam = s * bp - c * am; *x++ = 0.5 * ( ap + samcbp); *y++ = 0.5 * ( bm + sbpcam); *xn-- = 0.5 * ( ap - samcbp); *yn-- = 0.5 * (-bm + sbpcam); } }
void iterate_head(BATB& batb, run::World& world) { tick_t tick = world.tick; float_t x,z; cossin( 0.5 * tick, x, z ); //float_t y = sin( tick * 3 ); float_t y = 50 + sin( tick * 3 ); camera->setPosition( Ogre::Vector3( 128.0 * x, 64.0 * y, 128.0 * z ) ); camera->lookAt( Ogre::Vector3( 0, 0, 0 ) ); }
static void fftstep(ColumnVector& A, ColumnVector& B, ColumnVector& X, ColumnVector& Y, int after, int now, int before) { REPORT Tracer trace("FFT(step)"); // const Real twopi = 6.2831853071795864769; const int gamma = after * before; const int delta = now * after; // const Real angle = twopi / delta; Real temp; // Real r_omega = cos(angle); Real i_omega = -sin(angle); Real r_arg = 1.0; Real i_arg = 0.0; Real* x = X.Store(); Real* y = Y.Store(); // pointers to array storage const int m = A.Nrows() - gamma; for (int j = 0; j < now; j++) { Real* a = A.Store(); Real* b = B.Store(); // pointers to array storage Real* x1 = x; Real* y1 = y; x += after; y += after; for (int ia = 0; ia < after; ia++) { // generate sins & cosines explicitly rather than iteratively // for more accuracy; but slower cossin(-(j*after+ia), delta, r_arg, i_arg); Real* a1 = a++; Real* b1 = b++; Real* x2 = x1++; Real* y2 = y1++; if (now==2) { REPORT int ib = before; if (ib) for (;;) { REPORT Real* a2 = m + a1; Real* b2 = m + b1; a1 += after; b1 += after; Real r_value = *a2; Real i_value = *b2; *x2 = r_value * r_arg - i_value * i_arg + *(a2-gamma); *y2 = r_value * i_arg + i_value * r_arg + *(b2-gamma); if (!(--ib)) break; x2 += delta; y2 += delta; } } else { REPORT int ib = before; if (ib) for (;;) { REPORT Real* a2 = m + a1; Real* b2 = m + b1; a1 += after; b1 += after; Real r_value = *a2; Real i_value = *b2; int in = now-1; while (in--) { // it should be possible to make this faster // hand code for now = 2,3,4,5,8 // use symmetry to halve number of operations a2 -= gamma; b2 -= gamma; Real temp = r_value; r_value = r_value * r_arg - i_value * i_arg + *a2; i_value = temp * i_arg + i_value * r_arg + *b2; } *x2 = r_value; *y2 = i_value; if (!(--ib)) break; x2 += delta; y2 += delta; } } // temp = r_arg; // r_arg = r_arg * r_omega - i_arg * i_omega; // i_arg = temp * i_omega + i_arg * r_omega; } } }