98 lines
3.4 KiB
C++
98 lines
3.4 KiB
C++
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Fast ways to compare equality of two floats. Assumes
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// sizeof(float) == sizeof(int) and we are using IEEE format.
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//
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// Source: http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm
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//=====================================================================================//
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#include <float.h>
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#include <math.h>
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#include "mathlib/mathlib.h"
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static inline bool AE_IsInfinite(float a)
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{
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const int kInfAsInt = 0x7F800000;
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// An infinity has an exponent of 255 (shift left 23 positions) and
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// a zero mantissa. There are two infinities - positive and negative.
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if ((*(int*)&a & 0x7FFFFFFF) == kInfAsInt)
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return true;
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return false;
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}
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static inline bool AE_IsNan(float a)
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{
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// a NAN has an exponent of 255 (shifted left 23 positions) and
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// a non-zero mantissa.
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int exp = *(int*)&a & 0x7F800000;
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int mantissa = *(int*)&a & 0x007FFFFF;
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if (exp == 0x7F800000 && mantissa != 0)
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return true;
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return false;
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}
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static inline int AE_Sign(float a)
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{
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// The sign bit of a number is the high bit.
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return (*(int*)&a) & 0x80000000;
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}
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// This is the 'final' version of the AlmostEqualUlps function.
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// The optional checks are included for completeness, but in many
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// cases they are not necessary, or even not desirable.
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bool AlmostEqual(float a, float b, int maxUlps)
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{
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// There are several optional checks that you can do, depending
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// on what behavior you want from your floating point comparisons.
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// These checks should not be necessary and they are included
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// mainly for completeness.
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// If a or b are infinity (positive or negative) then
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// only return true if they are exactly equal to each other -
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// that is, if they are both infinities of the same sign.
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// This check is only needed if you will be generating
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// infinities and you don't want them 'close' to numbers
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// near FLT_MAX.
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if (AE_IsInfinite(a) || AE_IsInfinite(b))
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return a == b;
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// If a or b are a NAN, return false. NANs are equal to nothing,
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// not even themselves.
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// This check is only needed if you will be generating NANs
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// and you use a maxUlps greater than 4 million or you want to
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// ensure that a NAN does not equal itself.
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if (AE_IsNan(a) || AE_IsNan(b))
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return false;
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// After adjusting floats so their representations are lexicographically
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// ordered as twos-complement integers a very small positive number
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// will compare as 'close' to a very small negative number. If this is
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// not desireable, and if you are on a platform that supports
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// subnormals (which is the only place the problem can show up) then
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// you need this check.
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// The check for a == b is because zero and negative zero have different
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// signs but are equal to each other.
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if (AE_Sign(a) != AE_Sign(b))
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return a == b;
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int aInt = *(int*)&a;
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// Make aInt lexicographically ordered as a twos-complement int
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if (aInt < 0)
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aInt = 0x80000000 - aInt;
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// Make bInt lexicographically ordered as a twos-complement int
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int bInt = *(int*)&b;
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if (bInt < 0)
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bInt = 0x80000000 - bInt;
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// Now we can compare aInt and bInt to find out how far apart a and b
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// are.
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int intDiff = abs(aInt - bInt);
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if (intDiff <= maxUlps)
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return true;
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return false;
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}
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