/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef _FLOATING_H #define _FLOATING_H #include #include #include #include "globalincs/pstypes.h" #include extern float frand(); extern int rand_chance(float frametime, float chance = 1.0f); float frand_range(float min, float max); // determine if a floating point number is NaN (Not a Number) inline bool fl_is_nan(float fl) { return std::isnan(fl); } // Handy macros to prevent type casting all over the place #define fl_sqrt(fl) sqrtf(fl) #define fl_isqrt(fl) (1.0f/sqrtf(fl)) #define fl_abs(fl) fabsf(fl) #define i2fl(i) ((float)(i)) #define fl2i(fl) ((int)(fl)) #define fl2ir(fl) ((int)(fl + ((fl < 0.0f) ? -0.5f : 0.5f))) #define flceil(fl) (int)ceil(fl) #define flfloor(fl) (int)floor(fl) #define f2fl(fx) ((float)(fx)/65536.0f) #define f2d(fx) (((double)(fx))/65536.0) #define fl2f(fl) (int)((fl)*65536.0f) #define fl_tan(fl) tanf(fl) // convert a measurement in degrees to radians #define fl_radians(fl) ((float)((fl) * (PI / 180.0f))) // convert a measurement in radians to degrees #define fl_degrees(fl) ((float)((fl) * (180.0f / PI))) // use this instead of: // for: (int)floor(x+0.5f) use fl_round_2048(x) // (int)ceil(x-0.5f) use fl_round_2048(x) // (int)floor(x-0.5f) use fl_round_2048(x-1.0f) // (int)floor(x) use fl_round_2048(x-0.5f) // for values in the range -2048 to 2048 // use this instead of: // for: (int)floor(x+0.5f) use fl_round_2048(x) // (int)ceil(x-0.5f) use fl_round_2048(x) // (int)floor(x-0.5f) use fl_round_2048(x-1.0f) // (int)floor(x) use fl_round_2048(x-0.5f) // for values in the range -2048 to 2048 /* extern const float *p_fl_magic; inline int fl_round_2048( float x ) { double tmp_quad; tmp_quad = x + *p_fl_magic; return *((int *)&tmp_quad); } inline float fl_sqrt( float x) { float retval; _asm fld x _asm fsqrt _asm fstp retval return retval; } float fl_isqrt( float x ) { float retval; _asm fld x _asm fsqrt _asm fstp retval return 1.0f / retval; } */ // sees if two floating point numbers are within the minimum tolerance inline bool fl_equal(float a, float b) { return fl_abs(a - b) <= FLT_EPSILON * MAX(1.0f, MAX(fl_abs(a), fl_abs(b))); } // rounds off a floating point number to a multiple of some number extern float fl_roundoff(float x, int multiple); /** * @brief Determines if @a x falls between +/- @a e * * @param x Value to test * @param e Value to test against (must be positive) */ #define IS_NEAR_ZERO(x, e) (fl_abs(x) < (float)(e)) const float GOLDEN_RATIO = 0.618033989f; float golden_ratio_rand(); // clamps the input to -1, 1 to avoid floating point error putting it outside that range float acosf_safe(float x); float asinf_safe(float x); #endif