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27
fastsqrt/fastsqrt.go
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27
fastsqrt/fastsqrt.go
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@ -0,0 +1,27 @@
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package fastsqrt
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import "math"
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const magic32 = 0x5F375A86
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func FastInvSqrt32(n float32) float32 {
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// If n is negative return NaN
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if n < 0 {
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return float32(math.NaN())
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} // n2 and th are for one iteration of Newton's method later
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n2, th := n*0.5, float32(1.5) // Use math.Float32bits to represent the float32, n, as
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// an uint32 without modification.
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b := math.Float32bits(n) // Use the new uint32 view of the float32 to shift the bits
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// of the float32 1 to the right, chopping off 1 bit from
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// the fraction part of the float32.
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b = magic32 - (b >> 1) // Use math.Float32frombits to convert the uint32 bits back
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// into their float32 representation, again no actual change
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// in the bits, just a change in how we treat them in memory.
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// f is now our answer of 1 / sqrt(n)
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f := math.Float32frombits(b) // Perform one iteration of Newton's method on f to improve
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// accuracy
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f *= th - (n2 * f * f)
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// And return our fast inverse square root result
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return f
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}
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2
main.go
2
main.go
@ -44,6 +44,8 @@ func main() {
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fAY := -float32(AY) * config.Config.Gain * float32(scale)
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fBX := float32(BX) * config.Config.Gain * float32(scale)
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fBY := -float32(BY) * config.Config.Gain * float32(scale)
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//inv := fastsqrt.FastInvSqrt32((fBX-fAX)*(fBX-fAX) + (fBY-fBY)*(fBY-fBY))
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//colorAdjusted := color.RGBA{config.AccentColor.R, config.AccentColor.G, config.AccentColor.B, uint8(255 * inv * config.Config.LineOpacity)}
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rl.DrawLineEx(rl.NewVector2(float32(config.Config.WindowWidth/2)+fAX, float32(config.Config.WindowWidth/2)+fAY), rl.NewVector2(float32(config.Config.WindowWidth/2)+fBX, float32(config.Config.WindowWidth/2)+fBY), config.Config.LineThickness, config.AccentColor)
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AX = BX
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AY = BY
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