Пример #1
0
// Calculates the distance between two GPS lat/lon coordinates
// returns units: KM
// From: http://www.movable-type.co.uk/scripts/latlong.html
sll DistanceBetweenSLL(sll lat1, sll lon1, sll lat2, sll lon2) {  
  sll R = int2sll(6371); // kilometres
  sll lat1_rad = slldeg2rad(lat1);
  sll lon1_rad = slldeg2rad(lon1);
  sll lat2_rad = slldeg2rad(lat2);
  sll lon2_rad = slldeg2rad(lon2);
  sll dist_lat = sllsub(lat2_rad, lat1_rad);
  sll dist_lon = sllsub(lon2_rad, lon1_rad);

  dist_lat = slldiv2(dist_lat);
  dist_lon = slldiv2(dist_lon);

  dist_lat = sllsin(dist_lat);
  dist_lon = sllsin(dist_lon);

  sll a = sllmul(dist_lat, dist_lat);
  sll b = sllmul(dist_lon, dist_lon);
  sll c = sllmul(sllcos(lat1_rad), sllcos(lat2_rad));
  sll d = slladd(a, sllmul(b,c));

  sll d_sqrt = sllsqrt(d);
  sll d_sqrt_1 = sllsqrt(sllsub(CONST_1,d));

  sll result = sllmul2(sllatan2(d_sqrt, d_sqrt_1));

  return sllmul(R,result);
}
Пример #2
0
int gl_V3_Norm(V3 *a)
{
	GLfloat n;
	n=sllsqrt(slladd(slladd(sllmul(a->X,a->X), sllmul(a->Y,a->Y)), sllmul(a->Z,a->Z)));
	if (sllvalue(n)==sllvalue(int2sll(0))) return 1;
	a->X=slldiv(a->X, n);
	a->Y=slldiv(a->Y, n);
	a->Z=slldiv(a->Z, n);
	return 0;
}
Пример #3
0
void glopRotate(GLContext *c,GLParam *p)
{
#define SLL_M_PI dbl2sll(M_PI)
  M4 m;
  GLfloat u[3];
  GLfloat angle;
  int dir_code;

  angle = slldiv(sllmul(p[1].f, SLL_M_PI), int2sll(180));
  u[0]=p[2].f;
  u[1]=p[3].f;
  u[2]=p[4].f;

  /* simple case detection */
  dir_code = ((sllvalue(u[0]) != sllvalue(int2sll(0)))<<2) | ((sllvalue(u[1]) != sllvalue(int2sll(0)))<<1) | (sllvalue(u[2]) != sllvalue(int2sll(0)));

  switch(dir_code) {
  case 0:
    gl_M4_Id(&m);
    break;
  case 4:
    if (sllvalue(u[0]) < sllvalue(int2sll(0))) angle=sllneg(angle);
    gl_M4_Rotate(&m,angle,0);
    break;
  case 2:
    if (sllvalue(u[1]) < sllvalue(int2sll(0))) angle=sllneg(angle);
    gl_M4_Rotate(&m,angle,1);
    break;
  case 1:
    if (sllvalue(u[2]) < sllvalue(int2sll(0))) angle=sllneg(angle);
    gl_M4_Rotate(&m,angle,2);
    break;
  default:
    {
      GLfloat cost, sint;

      /* normalize vector */
      GLfloat len = slladd(
		      slladd(
			      sllmul(u[0],u[0]),
			      sllmul(u[1],u[1])
			),
		     sllmul(u[2],u[2]));
      if (sllvalue(len) == sllvalue(int2sll(0))) return;
      len = slldiv(int2sll(1), sllsqrt(len));
      u[0] = sllmul(u[0], len);
      u[1] = sllmul(u[1], len);
      u[2] = sllmul(u[2], len);

      /* store cos and sin values */
      cost=sllcos(angle);
      sint=sllsin(angle);

      /* fill in the values */
      m.m[3][0]=m.m[3][1]=m.m[3][2]=
        m.m[0][3]=m.m[1][3]=m.m[2][3]=int2sll(0);
      m.m[3][3]=int2sll(1);

      /* do the math */
      m.m[0][0]=slladd(sllmul(u[0],u[0]), sllmul(cost, sllsub(int2sll(1), sllmul(u[0],u[0]))));
      m.m[1][0]=sllsub(sllmul(sllmul(u[0],u[1]), sllsub(int2sll(1), cost)), sllmul(u[2],sint));
      m.m[2][0]=slladd(sllmul(sllmul(u[2],u[0]), sllsub(int2sll(1), cost)), sllmul(u[1],sint));
      m.m[0][1]=slladd(sllmul(sllmul(u[0],u[1]), sllsub(int2sll(1), cost)), sllmul(u[2],sint));
      m.m[1][1]=slladd(sllmul(u[1],u[1]), sllmul(cost, sllsub(int2sll(1), sllmul(u[1],u[1]))));
      m.m[2][1]=sllsub(sllmul(sllmul(u[1],u[2]), sllsub(int2sll(1), cost)), sllmul(u[0],sint));
      m.m[0][2]=sllsub(sllmul(sllmul(u[2],u[0]), sllsub(int2sll(1), cost)), sllmul(u[1],sint));
      m.m[1][2]=slladd(sllmul(sllmul(u[1],u[2]), sllsub(int2sll(1), cost)), sllmul(u[0],sint));
      m.m[2][2]=slladd(sllmul(u[2],u[2]), sllmul(cost, sllsub(int2sll(1), sllmul(u[2],u[2]))));
    }
  }

  gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);

  gl_matrix_update(c);
}