/* * 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. * */ /* * $Logfile: /Freespace2/code/Math/Floating.h $ * $Revision: 2.6 $ * $Date: 2006-06-27 05:07:49 $ * $Author: taylor $ * * Low-level floating point math macros and routines * * $Log: not supported by cvs2svn $ * Revision 2.5 2006/04/20 06:32:07 Goober5000 * proper capitalization according to Volition * * Revision 2.4 2005/12/28 22:30:24 taylor * add fl_tan() for getting the tangent of a float since it's terribly inaccurate to just use tan() on a float * * Revision 2.3 2005/07/13 03:15:50 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * Revision 2.2 2005/03/24 23:36:13 taylor * fix compiler warnings with mismatched types and unused variables * cleanup some debug messages so they can be turned off if needed * get rid of extra strstr() check for thrusters since it should never get that far anyway * page_in/page_out of model glows should be better now * removed a bunch of unneeded casts and get type specific math functions right * * Revision 2.1 2004/08/11 05:06:27 Kazan * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this * * Revision 2.0 2002/06/03 04:02:24 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:09 mharris * Initial checkin - converted filenames and includes to lower case * * * 4 4/07/99 6:22p Dave * Fred and FreeSpace support for multiple background bitmaps and suns. * Fixed link errors on all subprojects. Moved encrypt_init() to * cfile_init() and lcl_init(), since its safe to call twice. * * 3 11/05/98 4:18p Dave * First run nebula support. Beefed up localization a bit. Removed all * conditional compiles for foreign versions. Modified mission file * format. * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:49a Dave * * 13 2/26/98 3:28p John * Changed all sqrt's to use fl_sqrt. Took out isqrt function * * 12 1/26/98 10:43p Mike * Make ships not all zoom away from an impending shockwave at the same * time. Based on ai class and randomness * * 11 1/17/98 3:32p Mike * Add rand_range(), returns random float in min..max. * * 10 7/29/97 2:36p Hoffoss * Added header file required by _isnan(). * * 9 7/29/97 2:35p Hoffoss * Added a NaN check macro. * * 8 2/17/97 5:18p John * Added a bunch of RCS headers to a bunch of old files that don't have * them. * * $NoKeywords: $ */ #ifndef _FLOATING_H #define _FLOATING_H #include #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) #define fl_is_nan(fl) _isnan((double)(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 flceil(fl) (int)ceil(fl) #define flfloor(fl) (int)floor(fl) #define f2fl(fx) ((float)(fx)/65536.0f) #define fl2f(fl) (int)((fl)*65536.0f) #define fl_tan(fl) tanf(fl) // convert a measurement in degrees to radians #define fl_radian(fl) ((float)((fl * 3.14159f)/180.0f)) // convert a measurement in radians to degrees #define fl_degrees(fl) ((float)((fl * 180.0f)/3.14159)) // 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; } */ // rounds off a floating point number to a multiple of some number extern float fl_roundoff(float x, int multiple); #endif