// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common.h" #include "MathUtil.h" #include #include namespace MathUtil { u32 ClassifyDouble(double dvalue) { // TODO: Optimize the below to be as fast as possible. u64 exp = *(u64*)(&dvalue) & DOUBLE_EXP; if (exp != DOUBLE_ZERO && exp != DOUBLE_EXP) { // Nice normalized number. return *(u64*)(&dvalue)&DOUBLE_SIGN ? PPC_FPCLASS_NN : PPC_FPCLASS_PN; } else { if (*(u64*)(&dvalue) & DOUBLE_FRAC) { if (exp) { return PPC_FPCLASS_QNAN; } else { // Denormalized number. return *(u64*)(&dvalue)&DOUBLE_SIGN ? PPC_FPCLASS_ND : PPC_FPCLASS_PD; } } else if (exp) { //Infinite return *(u64*)(&dvalue)&DOUBLE_SIGN ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF; } else { //Zero return *(u64*)(&dvalue)&DOUBLE_SIGN ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ; } } } u32 ClassifyFloat(float fvalue) { // TODO: Optimize the below to be as fast as possible. u32 exp = *(u32*)(&fvalue) & FLOAT_EXP; if (exp > FLOAT_ZERO && exp < FLOAT_EXP) { // Nice normalized number. return *(u32*)(&fvalue) & FLOAT_SIGN ? PPC_FPCLASS_NN : PPC_FPCLASS_PN; } else { if (*(u32*)(&fvalue) & FLOAT_FRAC) { if (exp) { return PPC_FPCLASS_QNAN; // Quiet NAN } else { // Denormalized number. return *(u32*)(&fvalue) & FLOAT_SIGN ? PPC_FPCLASS_ND : PPC_FPCLASS_PD; } } else if (exp) { // Infinite return *(u32*)(&fvalue) & FLOAT_SIGN ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF; } else { //Zero return *(u32*)(&fvalue) & FLOAT_SIGN ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ; } } } } // namespace inline void MatrixMul(int n, const float *a, const float *b, float *result) { for (int i = 0; i < n; ++i) { for (int j = 0; j < n; ++j) { float temp = 0; for (int k = 0; k < n; ++k) { temp += a[i * n + k] * b[k * n + j]; } result[i * n + j] = temp; } } } // Calculate sum of a float list float MathFloatVectorSum(const std::vector& Vec) { return std::accumulate(Vec.begin(), Vec.end(), 0.0f); } void Matrix33::LoadIdentity(Matrix33 &mtx) { memset(mtx.data, 0, sizeof(mtx.data)); mtx.data[0] = 1.0f; mtx.data[4] = 1.0f; mtx.data[8] = 1.0f; } void Matrix33::RotateX(Matrix33 &mtx, float rad) { float s = sin(rad); float c = cos(rad); memset(mtx.data, 0, sizeof(mtx.data)); mtx.data[0] = 1; mtx.data[4] = c; mtx.data[5] = -s; mtx.data[7] = s; mtx.data[8] = c; } void Matrix33::RotateY(Matrix33 &mtx, float rad) { float s = sin(rad); float c = cos(rad); memset(mtx.data, 0, sizeof(mtx.data)); mtx.data[0] = c; mtx.data[2] = s; mtx.data[4] = 1; mtx.data[6] = -s; mtx.data[8] = c; } void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result) { MatrixMul(3, a.data, b.data, result.data); } void Matrix33::Multiply(const Matrix33 &a, const float vec[3], float result[3]) { for (int i = 0; i < 3; ++i) { result[i] = 0; for (int k = 0; k < 3; ++k) { result[i] += a.data[i * 3 + k] * vec[k]; } } } void Matrix44::LoadIdentity(Matrix44 &mtx) { memset(mtx.data, 0, sizeof(mtx.data)); mtx.data[0] = 1.0f; mtx.data[5] = 1.0f; mtx.data[10] = 1.0f; mtx.data[15] = 1.0f; } void Matrix44::LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33) { for (int i = 0; i < 3; ++i) { for (int j = 0; j < 3; ++j) { mtx.data[i * 4 + j] = m33.data[i * 3 + j]; } } for (int i = 0; i < 3; ++i) { mtx.data[i * 4 + 3] = 0; mtx.data[i + 12] = 0; } mtx.data[15] = 1.0f; } void Matrix44::Set(Matrix44 &mtx, const float mtxArray[16]) { for(int i = 0; i < 16; ++i) { mtx.data[i] = mtxArray[i]; } } void Matrix44::Translate(Matrix44 &mtx, const float vec[3]) { LoadIdentity(mtx); mtx.data[3] = vec[0]; mtx.data[7] = vec[1]; mtx.data[11] = vec[2]; } void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result) { MatrixMul(4, a.data, b.data, result.data); }