1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
/*
===========================================================================
The Open Game Libraries.
Copyright (C) 2007-2010 Lusito Software
Author: Santo Pfingsten (TTK-Bandit)
Purpose: Math namespace
-----------------------------------------
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
===========================================================================
*/
#ifndef __OG_MATH_INL__
#define __OG_MATH_INL__
namespace og {
/*
==============================================================================
Math
==============================================================================
*/
/*
================
Math::Abs
================
*/
OG_INLINE int Math::Abs( int i ) {
#if 1
if ( i & 0x80000000 )
return 0x80000000 - (i & MASK_SIGNED);
return i;
#else
int y = x >> 31;
return ( ( x ^ y ) - y );
#endif
}
/*
================
Math::Fabs
================
*/
OG_INLINE float Math::Fabs( float f ) {
#if 1
uInt *pf = reinterpret_cast<uInt*>(&f);
*(pf) &= MASK_SIGNED;
return f;
#else
return fabsf( f );
#endif
}
/*
================
Math::Round
================
*/
OG_INLINE float Math::Round( float f ) {
return floorf( f + 0.5f );
}
/*
================
Math::Floor
================
*/
OG_INLINE float Math::Floor( float f ) {
return floorf( f );
}
/*
================
Math::Ceil
================
*/
OG_INLINE float Math::Ceil( float f ) {
return ceilf( f );
}
/*
================
Math::Ftoi
ok since this is SSE, why should the other ftoi be the faster one ?
and: we might need to add a check for SSE extensions..
because sse isn't *really* faster (I actually read that GCC does not handle
SSE extensions perfectly. I'll find the link and send it to you when you're online)
================
*/
OG_INLINE int Math::Ftoi( float f ) {
//! @todo needs testing
// note: sse function cvttss2si
#if OG_ASM_MSVC
int i;
#if defined(OG_FTOI_USE_SSE)
if( SysInfo::cpu.general.SSE ) {
__asm cvttss2si eax, f
__asm mov i, eax
return i;
} else
#endif
{
__asm fld f
__asm fistp i
//__asm mov eax, i // do we need this ? O_o
}
return i;
#elif OG_ASM_GNU
int i;
#if defined(OG_FTOI_USE_SSE)
if( SysInfo::cpu.general.SSE ) {
__asm__ __volatile__( "cvttss2si %1 \n\t"
: "=m" (i)
: "m" (f)
);
} else
#endif
{
__asm__ __volatile__( "flds %1 \n\t"
"fistpl %0 \n\t"
: "=m" (i)
: "m" (f)
);
}
return i;
#else
// we use c++ cast instead of c cast (not sure why id did that)
return static_cast<int>(f);
#endif
}
/*
================
Math::FtoiFast
================
*/
OG_INLINE int Math::FtoiFast( float f ) {
#if OG_ASM_MSVC
int i;
__asm fld f
__asm fistp i
//__asm mov eax, i // do we need this ? O_o
return i;
#elif OG_ASM_GNU
int i;
__asm__ __volatile__( "flds %1 \n\t"
"fistpl %0 \n\t"
: "=m" (i)
: "m" (f)
);
return i;
#else
// we use c++ cast instead of c cast (not sure why id did that)
return static_cast<int>(f);
#endif
}
/*
================
Math::Ftol
================
*/
OG_INLINE long Math::Ftol( float f ) {
#if OG_ASM_MSVC
long i;
__asm fld f
__asm fistp i
//__asm mov eax, i // do we need this ? O_o
return i;
#elif OG_ASM_GNU
long i;
__asm__ __volatile__( "flds %1 \n\t"
"fistpl %0 \n\t"
: "=m" (i)
: "m" (f)
);
return i;
#else
// we use c++ cast instead of c cast (not sure why id did that)
return static_cast<long>(f);
#endif
}
/*
================
Math::Sign
================
*/
OG_INLINE float Math::Sign( float f ) {
if ( f > 0.0f )
return 1.0f;
if ( f < 0.0f )
return -1.0f;
return 0.0f;
}
/*
================
Math::Fmod
================
*/
OG_INLINE float Math::Fmod( float numerator, float denominator ) {
return fmodf( numerator, denominator );
}
/*
================
Math::Modf
================
*/
OG_INLINE float Math::Modf( float f, float& i ) {
return modff( f, &i );
}
OG_INLINE float Math::Modf( float f ) {
float i;
return modff( f, &i );
}
/*
================
Math::Sqrt
================
*/
OG_INLINE float Math::Sqrt( float f ) {
return sqrtf( f );
}
/*
================
Math::InvSqrt
Cannot be 0.0f
================
*/
OG_INLINE float Math::InvSqrt( float f ) {
OG_ASSERT( f != 0.0f );
return 1.0f / sqrtf( f );
}
/*
================
Math::RSqrt
Can be 0.0f
================
*/
OG_INLINE float Math::RSqrt( float f ) {
float g = 0.5f * f;
int i = *reinterpret_cast<int *>(&f);
// do a guess
i = 0x5f375a86 - ( i>>1 );
f = *reinterpret_cast<float *>(&i);
// Newtons calculation
f = f * ( 1.5f - g * f * f );
return f;
}
/*
================
Math::Log/Log2/Log10
Log of 0 is bad.
I've also heard you're not really
supposed to do log of negatives, yet
they work fine.
================
*/
OG_INLINE float Math::Log( float f ) {
OG_ASSERT( f != 0.0f );
return logf( f );
}
OG_INLINE float Math::Log2( float f ) {
OG_ASSERT( f != 0.0f );
return INV_LN_2 * logf( f );
}
OG_INLINE float Math::Log10( float f ) {
OG_ASSERT( f != 0.0f );
return INV_LN_10 * logf( f );
}
/*
================
Math::Pow
================
*/
OG_INLINE float Math::Pow( float base, float exp ) {
return powf( base, exp );
}
/*
================
Math::Exp
================
*/
OG_INLINE float Math::Exp( float f ) {
return expf( f );
}
/*
================
Math::IsPowerOfTwo
================
*/
OG_INLINE bool Math::IsPowerOfTwo( int x ) {
// This is the faster of the two known methods
// with the x > 0 check moved to the beginning
return x > 0 && ( x & ( x - 1 ) ) == 0;
}
/*
================
Math::HigherPowerOfTwo
================
*/
OG_INLINE int Math::HigherPowerOfTwo( int x ) {
x--;
x |= x >> 1;
x |= x >> 2;
x |= x >> 4;
x |= x >> 8;
x |= x >> 16;
return x + 1;
}
/*
================
Math::LowerPowerOfTwo
================
*/
OG_INLINE int Math::LowerPowerOfTwo( int x ) {
return HigherPowerOfTwo( x ) >> 1;
}
/*
================
Math::FloorPowerOfTwo
================
*/
OG_INLINE int Math::FloorPowerOfTwo( int x ) {
return IsPowerOfTwo( x ) ? x : LowerPowerOfTwo( x );
}
/*
================
Math::CeilPowerOfTwo
================
*/
OG_INLINE int Math::CeilPowerOfTwo( int x ) {
return IsPowerOfTwo( x ) ? x : HigherPowerOfTwo( x );
}
/*
================
Math::ClosestPowerOfTwo
================
*/
OG_INLINE int Math::ClosestPowerOfTwo( int x ) {
if ( IsPowerOfTwo( x ) )
return x;
int high = HigherPowerOfTwo( x );
int low = high >> 1;
return ((high-x) < (x-low)) ? high : low;
}
/*
================
Math::Digits
================
*/
OG_INLINE int Math::Digits( int x ) {
int digits = 1;
int step = 10;
while (step <= x) {
digits++;
step *= 10;
}
return digits;
}
/*
================
Math::Sin/ASin
================
*/
OG_INLINE float Math::Sin( float f ) {
return sinf( f );
}
OG_INLINE float Math::ASin( float f ) {
if ( f <= -1.0f )
return -HALF_PI;
if ( f >= 1.0f )
return HALF_PI;
return asinf( f );
}
/*
================
Math::Cos/ACos
================
*/
OG_INLINE float Math::Cos( float f ) {
return cosf( f );
}
OG_INLINE float Math::ACos( float f ) {
if ( f <= -1.0f )
return PI;
if ( f >= 1.0f )
return 0.0f;
return acosf( f );
}
/*
================
Math::Tan/ATan
================
*/
OG_INLINE float Math::Tan( float f ) {
return tanf( f );
}
OG_INLINE float Math::ATan( float f ) {
return atanf( f );
}
OG_INLINE float Math::ATan( float f1, float f2 ) {
return atan2f( f1, f2 );
}
/*
================
Math::SinCos
================
*/
OG_INLINE void Math::SinCos( float f, float &s, float &c ) {
#if OG_ASM_MSVC
// sometimes assembler is just waaayy faster
_asm {
fld f
fsincos
mov ecx, c
mov edx, s
fstp dword ptr [ecx]
fstp dword ptr [edx]
}
#elif OG_ASM_GNU
asm ("fsincos" : "=t" (c), "=u" (s) : "0" (f));
#else
s = Sin(f);
c = Sqrt( 1.0f - s * s ); // faster than calling Cos(f)
#endif
}
/*
================
Math::Deg2Rad
================
*/
OG_INLINE float Math::Deg2Rad( float f ) {
return f * DEG_TO_RAD;
}
/*
================
Math::Rad2Deg
================
*/
OG_INLINE float Math::Rad2Deg( float f ) {
return f * RAD_TO_DEG;
}
/*
================
Math::Square
================
*/
OG_INLINE float Math::Square( float v ) {
return v * v;
}
/*
================
Math::Cube
================
*/
OG_INLINE float Math::Cube( float v ) {
return v * v * v;
}
/*
================
Math::Sec2Ms
================
*/
OG_INLINE int Math::Sec2Ms( int sec ) {
return sec * 1000;
}
/*
================
Math::Ms2Sec
================
*/
OG_INLINE int Math::Ms2Sec( int ms ) {
return FtoiFast( ms * 0.001f );
}
}
#endif