Basic changes to introduce optional double precision

This commit is contained in:
Chris Russ
2016-07-15 12:53:49 +10:00
parent 45fae27aed
commit 2f7e3dcdcc
18 changed files with 167 additions and 106 deletions

View File

@@ -75,7 +75,7 @@ public:
// typedefs for our four configuration maps.
// We don't need more, so there is no need for a generic solution
typedef std::map<KeyType, int> IntPropertyMap;
typedef std::map<KeyType, float> FloatPropertyMap;
typedef std::map<KeyType, ai_real> FloatPropertyMap;
typedef std::map<KeyType, std::string> StringPropertyMap;
typedef std::map<KeyType, aiMatrix4x4> MatrixPropertyMap;

View File

@@ -1132,7 +1132,7 @@ void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src )
{
ai_assert( NULL != _dest );
ai_assert( NULL != src );
aiAnimation* dest = *_dest = new aiAnimation();
// get a flat copy
@@ -1246,6 +1246,9 @@ void SceneCombiner::Copy (aiMetadata** _dest, const aiMetadata* src)
case AI_FLOAT:
out.mData = new float(*static_cast<float*>(in.mData));
break;
case AI_DOUBLE:
out.mData = new double(*static_cast<double*>(in.mData));
break;
case AI_AISTRING:
out.mData = new aiString(*static_cast<aiString*>(in.mData));
break;

View File

@@ -107,7 +107,7 @@ void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositio
const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
// store position by index and distance
float distance = *vec * mPlaneNormal;
ai_real distance = *vec * mPlaneNormal;
mPositions.push_back( Entry( a+initial, *vec, distance));
}
@@ -120,10 +120,10 @@ void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositio
// ------------------------------------------------------------------------------------------------
// Returns an iterator for all positions close to the given position.
void SpatialSort::FindPositions( const aiVector3D& pPosition,
float pRadius, std::vector<unsigned int>& poResults) const
ai_real pRadius, std::vector<unsigned int>& poResults) const
{
const float dist = pPosition * mPlaneNormal;
const float minDist = dist - pRadius, maxDist = dist + pRadius;
const ai_real dist = pPosition * mPlaneNormal;
const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
// clear the array in this strange fashion because a simple clear() would also deallocate
// the array which we want to avoid
@@ -160,7 +160,7 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
// Mow start iterating from there until the first position lays outside of the distance range.
// Add all positions inside the distance range within the given radius to the result aray
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
const float pSquared = pRadius*pRadius;
const ai_real pSquared = pRadius*pRadius;
while( it->mDistance < maxDist)
{
if( (it->mPosition - pPosition).SquareLength() < pSquared)
@@ -186,19 +186,19 @@ namespace {
// --------------------------------------------------------------------------------------------
// Converts the bit pattern of a floating-point number to its signed integer representation.
BinFloat ToBinary( const float & pValue) {
BinFloat ToBinary( const ai_real & pValue) {
// If this assertion fails, signed int is not big enough to store a float on your platform.
// Please correct the declaration of BinFloat a few lines above - but do it in a portable,
// #ifdef'd manner!
static_assert( sizeof(BinFloat) >= sizeof(float), "sizeof(BinFloat) >= sizeof(float)");
static_assert( sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)");
#if defined( _MSC_VER)
// If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
// code has just become legacy code! Find out the current value of _MSC_VER and modify
// the #if above so it evaluates false on the current and all upcoming VC versions (or
// on the current platform, if LP64 or LLP64 are still used on other platforms).
static_assert( sizeof(BinFloat) == sizeof(float), "sizeof(BinFloat) == sizeof(float)");
static_assert( sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)");
// This works best on Visual C++, but other compilers have their problems with it.
const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
@@ -206,7 +206,7 @@ namespace {
// On many compilers, reinterpreting a float address as an integer causes aliasing
// problems. This is an ugly but more or less safe way of doing it.
union {
float asFloat;
ai_real asFloat;
BinFloat asBin;
} conversion;
conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
@@ -311,10 +311,10 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,float pRadius) const
{
fill.resize(mPositions.size(),UINT_MAX);
float dist, maxDist;
ai_real dist, maxDist;
unsigned int t=0;
const float pSquared = pRadius*pRadius;
const ai_real pSquared = pRadius*pRadius;
for (size_t i = 0; i < mPositions.size();) {
dist = mPositions[i].mPosition * mPlaneNormal;
maxDist = dist + pRadius;
@@ -339,4 +339,3 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,f
#endif
return t;
}

View File

@@ -117,7 +117,7 @@ public:
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.
* @return An iterator to iterate over all vertices in the given area.*/
void FindPositions( const aiVector3D& pPosition, float pRadius,
void FindPositions( const aiVector3D& pPosition, ai_real pRadius,
std::vector<unsigned int>& poResults) const;
// ------------------------------------------------------------------------------------
@@ -139,7 +139,7 @@ public:
* be counted in.
* @return Number of unique vertices (n). */
unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
float pRadius) const;
ai_real pRadius) const;
protected:
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
@@ -151,10 +151,10 @@ protected:
{
unsigned int mIndex; ///< The vertex referred by this entry
aiVector3D mPosition; ///< Position
float mDistance; ///< Distance of this vertex to the sorting plane
ai_real mDistance; ///< Distance of this vertex to the sorting plane
Entry() { /** intentionally not initialized.*/ }
Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
Entry( unsigned int pIndex, const aiVector3D& pPosition, ai_real pDistance)
: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
{ }

View File

@@ -94,15 +94,15 @@ class Vertex
friend Vertex operator + (const Vertex&,const Vertex&);
friend Vertex operator - (const Vertex&,const Vertex&);
// friend Vertex operator + (const Vertex&,float);
// friend Vertex operator - (const Vertex&,float);
friend Vertex operator * (const Vertex&,float);
friend Vertex operator / (const Vertex&,float);
// friend Vertex operator + (const Vertex&,ai_real);
// friend Vertex operator - (const Vertex&,ai_real);
friend Vertex operator * (const Vertex&,ai_real);
friend Vertex operator / (const Vertex&,ai_real);
// friend Vertex operator + (float, const Vertex&);
// friend Vertex operator - (float, const Vertex&);
friend Vertex operator * (float, const Vertex&);
// friend Vertex operator / (float, const Vertex&);
// friend Vertex operator + (ai_real, const Vertex&);
// friend Vertex operator - (ai_real, const Vertex&);
friend Vertex operator * (ai_real, const Vertex&);
// friend Vertex operator / (ai_real, const Vertex&);
public:
@@ -146,22 +146,22 @@ public:
/*
Vertex& operator += (float v) {
Vertex& operator += (ai_real v) {
*this = *this+v;
return *this;
}
Vertex& operator -= (float v) {
Vertex& operator -= (ai_real v) {
*this = *this-v;
return *this;
}
*/
Vertex& operator *= (float v) {
Vertex& operator *= (ai_real v) {
*this = *this*v;
return *this;
}
Vertex& operator /= (float v) {
Vertex& operator /= (ai_real v) {
*this = *this/v;
return *this;
}
@@ -217,40 +217,40 @@ private:
// ----------------------------------------------------------------------------
/** This time binary arithmetics of v0 with a floating-point number */
template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, float f) {
template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
// this is a heavy task for the compiler to optimize ... *pray*
Vertex res;
res.position = op<aiVector3D,float,aiVector3D>()(v0.position,f);
res.normal = op<aiVector3D,float,aiVector3D>()(v0.normal,f);
res.tangent = op<aiVector3D,float,aiVector3D>()(v0.tangent,f);
res.bitangent = op<aiVector3D,float,aiVector3D>()(v0.bitangent,f);
res.position = op<aiVector3D,ai_real,aiVector3D>()(v0.position,f);
res.normal = op<aiVector3D,ai_real,aiVector3D>()(v0.normal,f);
res.tangent = op<aiVector3D,ai_real,aiVector3D>()(v0.tangent,f);
res.bitangent = op<aiVector3D,ai_real,aiVector3D>()(v0.bitangent,f);
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
res.texcoords[i] = op<aiVector3D,float,aiVector3D>()(v0.texcoords[i],f);
res.texcoords[i] = op<aiVector3D,ai_real,aiVector3D>()(v0.texcoords[i],f);
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
res.colors[i] = op<aiColor4D,float,aiColor4D>()(v0.colors[i],f);
res.colors[i] = op<aiColor4D,ai_real,aiColor4D>()(v0.colors[i],f);
}
return res;
}
// ----------------------------------------------------------------------------
/** This time binary arithmetics of v0 with a floating-point number */
template <template <typename, typename, typename> class op> static Vertex BinaryOp(float f, const Vertex& v0) {
template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
// this is a heavy task for the compiler to optimize ... *pray*
Vertex res;
res.position = op<float,aiVector3D,aiVector3D>()(f,v0.position);
res.normal = op<float,aiVector3D,aiVector3D>()(f,v0.normal);
res.tangent = op<float,aiVector3D,aiVector3D>()(f,v0.tangent);
res.bitangent = op<float,aiVector3D,aiVector3D>()(f,v0.bitangent);
res.position = op<ai_real,aiVector3D,aiVector3D>()(f,v0.position);
res.normal = op<ai_real,aiVector3D,aiVector3D>()(f,v0.normal);
res.tangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.tangent);
res.bitangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.bitangent);
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
res.texcoords[i] = op<float,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
res.texcoords[i] = op<ai_real,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
res.colors[i] = op<float,aiColor4D,aiColor4D>()(f,v0.colors[i]);
res.colors[i] = op<ai_real,aiColor4D,aiColor4D>()(f,v0.colors[i]);
}
return res;
}
@@ -279,41 +279,41 @@ AI_FORCE_INLINE Vertex operator - (const Vertex& v0,const Vertex& v1) {
// ------------------------------------------------------------------------------------------------
/*
AI_FORCE_INLINE Vertex operator + (const Vertex& v0,float f) {
AI_FORCE_INLINE Vertex operator + (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::plus>(v0,f);
}
AI_FORCE_INLINE Vertex operator - (const Vertex& v0,float f) {
AI_FORCE_INLINE Vertex operator - (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::minus>(v0,f);
}
*/
AI_FORCE_INLINE Vertex operator * (const Vertex& v0,float f) {
AI_FORCE_INLINE Vertex operator * (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::multiplies>(v0,f);
}
AI_FORCE_INLINE Vertex operator / (const Vertex& v0,float f) {
AI_FORCE_INLINE Vertex operator / (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f);
}
// ------------------------------------------------------------------------------------------------
/*
AI_FORCE_INLINE Vertex operator + (float f,const Vertex& v0) {
AI_FORCE_INLINE Vertex operator + (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::plus>(f,v0);
}
AI_FORCE_INLINE Vertex operator - (float f,const Vertex& v0) {
AI_FORCE_INLINE Vertex operator - (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::minus>(f,v0);
}
*/
AI_FORCE_INLINE Vertex operator * (float f,const Vertex& v0) {
AI_FORCE_INLINE Vertex operator * (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::multiplies>(f,v0);
}
/*
AI_FORCE_INLINE Vertex operator / (float f,const Vertex& v0) {
AI_FORCE_INLINE Vertex operator / (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::divides>(f,v0);
}
*/

View File

@@ -68,7 +68,21 @@ union _IEEESingle
uint32_t Exp : 8;
uint32_t Sign : 1;
} IEEE;
} ;
};
// ---------------------------------------------------------------------------
/** Data structure to represent the bit pattern of a 64 Bit
* IEEE 754 floating-point number. */
union _IEEEDouble
{
double Double;
struct
{
uint64_t Frac : 52;
uint64_t Exp : 11;
uint64_t Sign : 1;
} IEEE;
};
// ---------------------------------------------------------------------------
/** Check whether a given float is qNaN.
@@ -87,11 +101,19 @@ AI_FORCE_INLINE bool is_qnan(float in)
}
// ---------------------------------------------------------------------------
/** Check whether a float is NOT qNaN.
/** Check whether a given double is qNaN.
* @param in Input value */
AI_FORCE_INLINE bool is_not_qnan(float in)
AI_FORCE_INLINE bool is_qnan(double in)
{
return !is_qnan(in);
// the straightforward solution does not work:
// return (in != in);
// compiler generates code like this
// load <in> to <register-with-different-width>
// compare <register-with-different-width> against <in>
// FIXME: Use <float> stuff instead? I think fpclassify needs C99
return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1 &&
reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Frac);
}
// ---------------------------------------------------------------------------
@@ -105,10 +127,29 @@ AI_FORCE_INLINE bool is_special_float(float in)
}
// ---------------------------------------------------------------------------
/** @brief Get a fresh qnan. */
AI_FORCE_INLINE float get_qnan()
/** @brief check whether a double is either NaN or (+/-) INF.
*
* Denorms return false, they're treated like normal values.
* @param in Input value */
AI_FORCE_INLINE bool is_special_float(double in)
{
return std::numeric_limits<float>::quiet_NaN();
return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1);
}
// ---------------------------------------------------------------------------
/** Check whether a float is NOT qNaN.
* @param in Input value */
template<class TReal>
AI_FORCE_INLINE bool is_not_qnan(TReal in)
{
return !is_qnan(in);
}
// ---------------------------------------------------------------------------
/** @brief Get a fresh qnan. */
AI_FORCE_INLINE ai_real get_qnan()
{
return std::numeric_limits<ai_real>::quiet_NaN();
}
#endif // !! AI_QNAN_H_INCLUDED