#ifndef FASTMATH_H #define FASTMATH_H #include #include #include #include #include #define SHIFT_AMOUNT 16 #define HALF_SHIFT (SHIFT_AMOUNT / 2) #define SHIFT_MASK ((1 << SHIFT_AMOUNT) - 1) #define TO_FLOAT(x) \ (((float)(x >> SHIFT_AMOUNT)) + \ ((double)(x & SHIFT_MASK) / (1 << SHIFT_AMOUNT))) #define TO_INT(x) ((int32_t)(x * (1 << SHIFT_AMOUNT))) #define MUL_F(a, b) (((a) >> HALF_SHIFT) * ((b) >> HALF_SHIFT)) #define DIV_F(a, b) ((((a) << HALF_SHIFT) / (b)) << HALF_SHIFT) struct decimal { int32_t i; decimal() : i(0) {} decimal(float i) : i(TO_INT(i)) {} decimal(double i) : i(TO_INT(i)) {} decimal(int32_t i) : i(i) {} friend std::ostream &operator<<(std::ostream &os, const decimal &d) { return (os << TO_FLOAT(d.i)); } friend decimal operator+(const decimal &d1, const decimal &d2) { return {d1.i + d2.i}; } decimal &operator+=(const decimal &d) { return (*this) = {i + d.i}; } friend decimal operator-(const decimal &d1, const decimal &d2) { return {d1.i - d2.i}; } friend decimal operator-(const decimal &d) { return {-d.i}; } friend decimal operator*(const decimal &d1, const decimal &d2) { return {MUL_F(d1.i, d2.i)}; } friend decimal operator/(const decimal &d1, const decimal &d2) { return {DIV_F(d1.i, d2.i)}; } friend bool operator<(const decimal &d1, const decimal &d2) { return d1.i < d2.i; } friend bool operator>(const decimal &d1, const decimal &d2) { return d1.i > d2.i; } friend bool operator<=(const decimal &d1, const decimal &d2) { return d1.i <= d2.i; } friend bool operator>=(const decimal &d1, const decimal &d2) { return d1.i >= d2.i; } friend bool operator==(const decimal &d1, const decimal &d2) { return d1.i == d2.i; } friend bool operator!=(const decimal &d1, const decimal &d2) { return d1.i != d2.i; } decimal &operator=(decimal const &in) { if (this != &in) { std::destroy_at(this); std::construct_at(this, in); } return *this; } decimal sqrt() { return {((int32_t)sqrtf(i)) << HALF_SHIFT}; } float to_float() { return TO_FLOAT(i); } }; template struct vec { vec(decimal newV[n]) { for (int i = 0; i < n; i++) { v[i] = newV[i]; } } vec(std::vector newV) { for (int i = 0; i < n; i++) { v[i] = newV[i]; } } vec() : v{} {} friend Dev operator+(const vec &v1, const vec &v2) { Dev newV = {}; for (int i = 0; i < n; i++) { newV.v[i] = v1.v[i] + v2.v[i]; } return newV; } friend Dev operator-(const vec &v1, const vec &v2) { Dev newV = {}; for (int i = 0; i < n; i++) { newV.v[i] = v1.v[i] - v2.v[i]; } return static_cast(newV); } friend std::ostream &operator<<(std::ostream &os, const vec &v) { os << "(" << v.v[0]; for (int i = 1; i < n; i++) { os << ", " << v.v[i]; } return (os << ")" << std::endl); } Dev operator-() { Dev newV = {}; for (int i = 0; i < n; i++) { newV.v[i] = -v[i]; } return newV; } friend Dev operator*(const vec &v, const decimal &d) { int32_t f = d.i >> HALF_SHIFT; Dev newV = {}; for (int i = 0; i < n; i++) { newV.v[i] = (v.v[i].i >> HALF_SHIFT) * f; } return newV; } friend Dev operator*(const decimal &d, const vec &v) { return v * d; } decimal operator*(const vec &vec) { decimal res; for (int i = 0; i < n; i++) { res += vec.v[i] * v[i]; } return res; } friend bool operator==(const vec &v1, const vec &v2) { bool res = true; for (int i = 0; i < n; i++) { res &= v1.v[i] == v2.v[i]; } return res; } bool isSmall() { for (int i = 0; i < n; i++) { if (abs(v[i].i) > (1 << (HALF_SHIFT - 1))) return false; } return true; } decimal &operator[](const int &i) { return v[i]; } decimal len_sq() { return *this * *this; } decimal len() { return this->len_sq().sqrt(); } Dev normalize() { decimal f = decimal(1.0) / this->len(); return (*this * f); } protected: decimal v[n]; }; struct vec2 : public vec<2, vec2> { vec2() : vec<2, vec2>() {} vec2(float x, float y) : vec<2, vec2>({decimal(x), decimal(y)}) {} vec2(double x, double y) : vec<2, vec2>({decimal(x), decimal(y)}) {} vec2(int32_t x, int32_t y) : vec<2, vec2>({decimal(x), decimal(y)}) {} vec2(decimal x, decimal y) : vec<2, vec2>({x, y}) {} decimal &x() { return v[0]; } decimal &y() { return v[1]; } }; struct vec3 : public vec<3, vec3> { vec3() : vec<3, vec3>() {} vec3(float x, float y, float z) : vec<3, vec3>({decimal(x), decimal(y), decimal(z)}) {} vec3(double x, double y, double z) : vec<3, vec3>({decimal(x), decimal(y), decimal(z)}) {} vec3(int32_t x, int32_t y, int32_t z) : vec<3, vec3>({decimal(x), decimal(y), decimal(z)}) {} vec3(decimal x, decimal y, decimal z) : vec<3, vec3>({x, y, z}) {} decimal &x() { return v[0]; } decimal &y() { return v[1]; } decimal &z() { return v[2]; } vec3 cross(vec3 &v) { return vec3((y() * v.z()) - (z() * v.y()), (z() * v.x()) - (x() * v.z()), (x() * v.y()) - (y() * v.x())); } }; struct vec4 : public vec<4, vec4> { vec4() : vec<4, vec4>() {} vec4(float x, float y, float z, float w) : vec<4, vec4>({decimal(x), decimal(y), decimal(z), decimal(w)}) {} vec4(double x, double y, double z, double w) : vec<4, vec4>({decimal(x), decimal(y), decimal(z), decimal(w)}) {} vec4(int32_t x, int32_t y, int32_t z, int32_t w) : vec<4, vec4>({decimal(x), decimal(y), decimal(z), decimal(w)}) {} vec4(decimal x, decimal y, decimal z) : vec<4, vec4>({x, y, z}) {} decimal &x() { return v[0]; } decimal &y() { return v[1]; } decimal &z() { return v[2]; } decimal &w() { return v[3]; } }; #endif