This commit: * Adds a 'compare_ff' function for absolute 'almost equal' comparison of floats. * Makes 'compare_vxvx' functions use that new 'compare_ff' one. * Adds a 'compare_ff_relative' function for secured ulp-based relative comparison of floats. * Adds matching 'compare_vxvx_relative' functions. * Adds some basic tests for compare_ff_relative. See https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ Note that we could replace our python/mathutils' EXPP_FloatsAreEqual() by BLI's compare_ff_relative (using a very small absolute max_diff), but these do not have exact same behavior... Left a comment there for now, we can do it later if/when we are sure it won't break anything!
315 lines
6.9 KiB
C
315 lines
6.9 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: some of this file.
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*
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* ***** END GPL LICENSE BLOCK *****
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* */
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/** \file blender/blenlib/intern/math_base_inline.c
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* \ingroup bli
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*/
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#ifndef __MATH_BASE_INLINE_C__
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#define __MATH_BASE_INLINE_C__
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#include <float.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "BLI_math_base.h"
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/* copied from BLI_utildefines.h */
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#ifdef __GNUC__
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# define UNLIKELY(x) __builtin_expect(!!(x), 0)
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#else
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# define UNLIKELY(x) (x)
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#endif
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/* powf is really slow for raising to integer powers. */
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MINLINE float pow2f(float x)
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{
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return x * x;
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}
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MINLINE float pow3f(float x)
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{
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return pow2f(x) * x;
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}
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MINLINE float pow4f(float x)
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{
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return pow2f(pow2f(x));
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}
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MINLINE float pow7f(float x)
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{
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return pow2f(pow3f(x)) * x;
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}
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MINLINE float sqrt3f(float f)
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{
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if (UNLIKELY(f == 0.0f)) return 0.0f;
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else if (UNLIKELY(f < 0.0f)) return -(float)(exp(log(-f) / 3.0));
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else return (float)(exp(log( f) / 3.0));
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}
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MINLINE double sqrt3d(double d)
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{
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if (UNLIKELY(d == 0.0)) return 0.0;
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else if (UNLIKELY(d < 0.0)) return -exp(log(-d) / 3.0);
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else return exp(log( d) / 3.0);
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}
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MINLINE float sqrtf_signed(float f)
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{
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return (f >= 0.0f) ? sqrtf(f) : -sqrtf(-f);
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}
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MINLINE float saacos(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)M_PI;
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else if (UNLIKELY(fac >= 1.0f)) return 0.0f;
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else return acosf(fac);
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}
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MINLINE float saasin(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)-M_PI / 2.0f;
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else if (UNLIKELY(fac >= 1.0f)) return (float) M_PI / 2.0f;
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else return asinf(fac);
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}
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MINLINE float sasqrt(float fac)
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{
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if (UNLIKELY(fac <= 0.0f)) return 0.0f;
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else return sqrtf(fac);
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}
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MINLINE float saacosf(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)M_PI;
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else if (UNLIKELY(fac >= 1.0f)) return 0.0f;
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else return acosf(fac);
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}
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MINLINE float saasinf(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)-M_PI / 2.0f;
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else if (UNLIKELY(fac >= 1.0f)) return (float) M_PI / 2.0f;
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else return asinf(fac);
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}
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MINLINE float sasqrtf(float fac)
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{
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if (UNLIKELY(fac <= 0.0f)) return 0.0f;
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else return sqrtf(fac);
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}
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MINLINE float interpf(float target, float origin, float fac)
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{
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return (fac * target) + (1.0f - fac) * origin;
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}
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/* used for zoom values*/
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MINLINE float power_of_2(float val)
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{
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return (float)pow(2.0, ceil(log((double)val) / M_LN2));
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}
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MINLINE int is_power_of_2_i(int n)
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{
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return (n & (n - 1)) == 0;
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}
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MINLINE int power_of_2_max_i(int n)
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{
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if (is_power_of_2_i(n))
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return n;
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do {
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n = n & (n - 1);
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} while (!is_power_of_2_i(n));
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return n * 2;
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}
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MINLINE int power_of_2_min_i(int n)
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{
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while (!is_power_of_2_i(n))
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n = n & (n - 1);
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return n;
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}
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MINLINE unsigned int power_of_2_max_u(unsigned int x)
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{
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x -= 1;
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x |= (x >> 1);
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x |= (x >> 2);
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x |= (x >> 4);
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x |= (x >> 8);
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x |= (x >> 16);
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return x + 1;
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}
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MINLINE unsigned power_of_2_min_u(unsigned x)
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{
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x |= (x >> 1);
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x |= (x >> 2);
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x |= (x >> 4);
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x |= (x >> 8);
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x |= (x >> 16);
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return x - (x >> 1);
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}
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MINLINE int iroundf(float a)
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{
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return (int)floorf(a + 0.5f);
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}
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/* integer division that rounds 0.5 up, particularly useful for color blending
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* with integers, to avoid gradual darkening when rounding down */
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MINLINE int divide_round_i(int a, int b)
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{
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return (2 * a + b) / (2 * b);
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}
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/**
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* modulo that handles negative numbers, works the same as Python's.
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*/
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MINLINE int mod_i(int i, int n)
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{
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return (i % n + n) % n;
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}
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MINLINE float min_ff(float a, float b)
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{
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return (a < b) ? a : b;
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}
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MINLINE float max_ff(float a, float b)
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{
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return (a > b) ? a : b;
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}
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MINLINE int min_ii(int a, int b)
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{
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return (a < b) ? a : b;
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}
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MINLINE int max_ii(int a, int b)
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{
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return (b < a) ? a : b;
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}
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MINLINE float min_fff(float a, float b, float c)
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{
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return min_ff(min_ff(a, b), c);
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}
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MINLINE float max_fff(float a, float b, float c)
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{
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return max_ff(max_ff(a, b), c);
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}
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MINLINE int min_iii(int a, int b, int c)
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{
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return min_ii(min_ii(a, b), c);
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}
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MINLINE int max_iii(int a, int b, int c)
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{
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return max_ii(max_ii(a, b), c);
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}
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MINLINE float min_ffff(float a, float b, float c, float d)
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{
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return min_ff(min_fff(a, b, c), d);
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}
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MINLINE float max_ffff(float a, float b, float c, float d)
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{
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return max_ff(max_fff(a, b, c), d);
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}
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MINLINE int min_iiii(int a, int b, int c, int d)
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{
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return min_ii(min_iii(a, b, c), d);
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}
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MINLINE int max_iiii(int a, int b, int c, int d)
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{
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return max_ii(max_iii(a, b, c), d);
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}
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/**
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* Almost-equal for IEEE floats, using absolute difference method.
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*
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* \param max_diff the maximum absolute difference.
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*/
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MINLINE int compare_ff(float a, float b, const float max_diff)
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{
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return fabsf(a - b) <= max_diff;
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}
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/**
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* Almost-equal for IEEE floats, using their integer representation (mixing ULP and absolute difference methods).
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*
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* \param max_diff is the maximum absolute difference (allows to take care of the near-zero area,
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* where relative difference methods cannot really work).
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* \param max_ulps is the 'maximum number of floats + 1' allowed between \a a and \a b to consider them equal.
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*
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* \see https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
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*/
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MINLINE int compare_ff_relative(float a, float b, const float max_diff, const int max_ulps)
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{
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union {float f; int i;} ua, ub;
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#if 0 /* No BLI_assert in INLINE :/ */
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BLI_assert(sizeof(float) == sizeof(int));
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BLI_assert(max_ulps < (1 << 22));
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#endif
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if (fabsf(a - b) <= max_diff) {
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return 1;
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}
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ua.f = a;
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ub.f = b;
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/* Important to compare sign from integers, since (-0.0f < 0) is false
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* (though this shall not be an issue in common cases)... */
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return ((ua.i < 0) != (ub.i < 0)) ? 0 : (abs(ua.i - ub.i) <= max_ulps) ? 1 : 0;
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}
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MINLINE float signf(float f)
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{
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return (f < 0.f) ? -1.f : 1.f;
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}
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MINLINE int signum_i_ex(float a, float eps)
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{
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if (a > eps) return 1;
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if (a < -eps) return -1;
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else return 0;
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}
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MINLINE int signum_i(float a)
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{
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if (a > 0.0f) return 1;
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if (a < 0.0f) return -1;
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else return 0;
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}
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#endif /* __MATH_BASE_INLINE_C__ */
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