Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Fast ways to compare equality of two floats. Assumes
// sizeof(float) == sizeof(int) and we are using IEEE format.
//
// Source: http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm
//=====================================================================================//
#include <float.h>
#include <math.h>
#include "mathlib/mathlib.h"
static inline bool AE_IsInfinite(float a) { const int kInfAsInt = 0x7F800000;
// An infinity has an exponent of 255 (shift left 23 positions) and
// a zero mantissa. There are two infinities - positive and negative.
if ((*(int*)&a & 0x7FFFFFFF) == kInfAsInt) return true; return false; }
static inline bool AE_IsNan(float a) { // a NAN has an exponent of 255 (shifted left 23 positions) and
// a non-zero mantissa.
int exp = *(int*)&a & 0x7F800000; int mantissa = *(int*)&a & 0x007FFFFF; if (exp == 0x7F800000 && mantissa != 0) return true; return false; }
static inline int AE_Sign(float a) { // The sign bit of a number is the high bit.
return (*(int*)&a) & 0x80000000; }
// This is the 'final' version of the AlmostEqualUlps function.
// The optional checks are included for completeness, but in many
// cases they are not necessary, or even not desirable.
bool AlmostEqual(float a, float b, int maxUlps) { // There are several optional checks that you can do, depending
// on what behavior you want from your floating point comparisons.
// These checks should not be necessary and they are included
// mainly for completeness.
// If a or b are infinity (positive or negative) then
// only return true if they are exactly equal to each other -
// that is, if they are both infinities of the same sign.
// This check is only needed if you will be generating
// infinities and you don't want them 'close' to numbers
// near FLT_MAX.
if (AE_IsInfinite(a) || AE_IsInfinite(b)) return a == b;
// If a or b are a NAN, return false. NANs are equal to nothing,
// not even themselves.
// This check is only needed if you will be generating NANs
// and you use a maxUlps greater than 4 million or you want to
// ensure that a NAN does not equal itself.
if (AE_IsNan(a) || AE_IsNan(b)) return false;
// After adjusting floats so their representations are lexicographically
// ordered as twos-complement integers a very small positive number
// will compare as 'close' to a very small negative number. If this is
// not desireable, and if you are on a platform that supports
// subnormals (which is the only place the problem can show up) then
// you need this check.
// The check for a == b is because zero and negative zero have different
// signs but are equal to each other.
if (AE_Sign(a) != AE_Sign(b)) return a == b;
int aInt = *(int*)&a; // Make aInt lexicographically ordered as a twos-complement int
if (aInt < 0) aInt = 0x80000000 - aInt; // Make bInt lexicographically ordered as a twos-complement int
int bInt = *(int*)&b; if (bInt < 0) bInt = 0x80000000 - bInt;
// Now we can compare aInt and bInt to find out how far apart a and b
// are.
int intDiff = abs(aInt - bInt); if (intDiff <= maxUlps) return true; return false; }
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