float asin(const float x)
{
- // XXX FIX ME!
- // __asm float_arcsine y, x;
- __retVal = 0.5;
+ const float a0 = 1.5707288; // PI/2?
+ const float a1 = -0.2121144;
+ const float a2 = 0.0742610;
+ //const float a3 = -0.0187293;
+ const float halfPi = 3.1415926 * 0.5;
+ const float y = abs(x);
+ // three terms seem to be enough:
+ __retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + a2 * y))) * sign(x);
+ // otherwise, try four:
+ //__retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + y * (a2 + y * a3)))) * sign(x);
}
vec2 asin(const vec2 v)
float acos(const float x)
{
- // XXX FIX ME!
- __retVal = 0.5;
+ const float halfPi = 3.1415926 * 0.5;
+ __retVal = halfPi - asin(x);
}
vec2 acos(const vec2 v)
__retVal.w = acos(v.w);
}
-float atan(const float y_over_x)
+float atan(const float x)
{
- // XXX FIX ME
- //__asm float_arctan z, y_over_x;
- __retVal = 0.5;
+ __retVal = asin(x * inversesqrt(x * x + 1.0));
}
vec2 atan(const vec2 y_over_x)