Title: Fast Quad Rotation Brief: A better way to rotate quads around their centers. Date: 1722126213 Tags: Programming, Optimization, C CSS: /style.css A similar in essence trick to [by pi rotation](/articles/vector-pi-rotation.html), but with delta calculated for some corner which is reused later with negation and coordinate swap. Additionally `cos(a) = sqrt(1 - sin(a) ^ 2)` is used to reuse the result of sin(a), with `fast_sqrt()` for good measure. ### Code ### ```c /* http://www.azillionmonkeys.com/qed/sqroot.html */ static inline float fast_sqrt(float x) { union { float f; uint32_t u; } pun = {.f = x}; pun.u += 127 << 23; pun.u >>= 1; return pun.f; } /* instead of calculating cosf again, - use sinf result */ static inline t_fvec2 fast_cossine(float a) { const float s = sinf(a); return (t_fvec2){ .x = fast_sqrt(1.0f - s * s) * (a >= (float)M_PI_2 && a < (float)(M_PI + M_PI_2) ? -1 : 1), .y = s }; } /* final vertex calculation */ const t_fvec2 t = fast_cossine(sprite.rotation + (float)M_PI_4); /* scaling by `M_SQRT1_2` is there to retain the quad size (Pythagorean stuffs). */ const t_fvec2 d = { .x = t.x * sprite.rect.w * (float)M_SQRT1_2, .y = t.y * sprite.rect.h * (float)M_SQRT1_2, }; const t_fvec2 c = frect_center(sprite.rect); /* upper-left */ const t_fvec2 v0 = { c.x - d.x, c.y - d.y }; /* bottom-left */ const t_fvec2 v1 = { c.x - d.y, c.y + d.x }; /* bottom-right */ const t_fvec2 v2 = { c.x + d.x, c.y + d.y }; /* upper-right */ const t_fvec2 v3 = { c.x + d.y, c.y - d.x }; ```