use inline, not inline(always)
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@ -1,7 +1,7 @@
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// Previously from trig.rs
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// Previously from trig.rs
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// From https://bits.stephan-brumme.com/absFloat.html
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// From https://bits.stephan-brumme.com/absFloat.html
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#[allow(dead_code)]
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#[allow(dead_code)]
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#[inline(always)]
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#[inline]
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fn abs(x: f32) -> f32 {
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fn abs(x: f32) -> f32 {
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return f32::from_bits(x.to_bits() & 0x7FFF_FFFF);
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return f32::from_bits(x.to_bits() & 0x7FFF_FFFF);
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}
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}
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@ -9,7 +9,7 @@ fn abs(x: f32) -> f32 {
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// Previously from trig.rs
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// Previously from trig.rs
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// Branchless floor implementation
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// Branchless floor implementation
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#[allow(dead_code)]
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#[allow(dead_code)]
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#[inline(always)]
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#[inline]
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fn floor(x: f32) -> f32 {
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fn floor(x: f32) -> f32 {
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let mut x_trunc = (x as i32) as f32;
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let mut x_trunc = (x as i32) as f32;
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x_trunc -= (x < x_trunc) as i32 as f32;
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x_trunc -= (x < x_trunc) as i32 as f32;
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@ -20,7 +20,7 @@ fn floor(x: f32) -> f32 {
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// Approximates `cos(x)` in radians with the maximum error of `0.002`
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// Approximates `cos(x)` in radians with the maximum error of `0.002`
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// https://stackoverflow.com/posts/28050328/revisions
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// https://stackoverflow.com/posts/28050328/revisions
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#[allow(dead_code)]
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#[allow(dead_code)]
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#[inline(always)]
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#[inline]
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pub fn cos(mut x: f32) -> f32 {
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pub fn cos(mut x: f32) -> f32 {
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const ALPHA: f32 = 0.5 * std::f32::consts::FRAC_1_PI;
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const ALPHA: f32 = 0.5 * std::f32::consts::FRAC_1_PI;
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x *= ALPHA;
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x *= ALPHA;
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@ -33,7 +33,7 @@ pub fn cos(mut x: f32) -> f32 {
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// Previously from trig.rs
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// Previously from trig.rs
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// Approximates `sin(x)` in radians with the maximum error of `0.002`
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// Approximates `sin(x)` in radians with the maximum error of `0.002`
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#[allow(dead_code)]
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#[allow(dead_code)]
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#[inline(always)]
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#[inline]
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pub fn sin(x: f32) -> f32 {
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pub fn sin(x: f32) -> f32 {
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return cos(x - std::f32::consts::FRAC_PI_2);
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return cos(x - std::f32::consts::FRAC_PI_2);
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}
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}
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