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Added fixedpoint 4 (space-wizards#29834)
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* Added fixedpoint 4, which is basically just fixedpoint2 but with 4 points of precision and using a long instead of an int to store values.
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Jezithyr authored Jul 22, 2024
1 parent 65f9cc3 commit 99492e3
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10 changes: 6 additions & 4 deletions Content.Shared/FixedPoint/FixedPoint2.cs
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,8 @@ public static FixedPoint2 New(int value)

public static FixedPoint2 FromCents(int value) => new(value);

public static FixedPoint2 FromHundredths(int value) => new(value);

public static FixedPoint2 New(float value)
{
return new((int) ApplyFloatEpsilon(value * ShiftConstant));
Expand Down Expand Up @@ -245,14 +247,14 @@ public static FixedPoint2 Dist(FixedPoint2 a, FixedPoint2 b)
return FixedPoint2.Abs(a - b);
}

public static FixedPoint2 Clamp(FixedPoint2 reagent, FixedPoint2 min, FixedPoint2 max)
public static FixedPoint2 Clamp(FixedPoint2 number, FixedPoint2 min, FixedPoint2 max)
{
if (min > max)
{
throw new ArgumentException($"{nameof(min)} {min} cannot be larger than {nameof(max)} {max}");
}

return reagent < min ? min : reagent > max ? max : reagent;
return number < min ? min : number > max ? max : number;
}

public override readonly bool Equals(object? obj)
Expand All @@ -274,7 +276,7 @@ public void Deserialize(string value)
if (value == "MaxValue")
Value = int.MaxValue;
else
this = New(Parse.Float(value));
this = New(Parse.Double(value));
}

public override readonly string ToString() => $"{ShiftDown().ToString(CultureInfo.InvariantCulture)}";
Expand Down Expand Up @@ -314,7 +316,7 @@ public readonly int CompareTo(FixedPoint2 other)

}

public static class FixedPointEnumerableExt
public static class FixedPoint2EnumerableExt
{
public static FixedPoint2 Sum(this IEnumerable<FixedPoint2> source)
{
Expand Down
339 changes: 339 additions & 0 deletions Content.Shared/FixedPoint/FixedPoint4.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,339 @@
using System.Globalization;
using System.Linq;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;

namespace Content.Shared.FixedPoint
{
/// <summary>
/// Represents a quantity of something, to a precision of 0.01.
/// To enforce this level of precision, floats are shifted by 2 decimal points, rounded, and converted to an int.
/// </summary>
[Serializable, CopyByRef]
public struct FixedPoint4 : ISelfSerialize, IComparable<FixedPoint4>, IEquatable<FixedPoint4>, IFormattable
{
public long Value { get; private set; }
private const long Shift = 4;
private const long ShiftConstant = 10000; // Must be equal to pow(10, Shift)

public static FixedPoint4 MaxValue { get; } = new(long.MaxValue);
public static FixedPoint4 Epsilon { get; } = new(1);
public static FixedPoint4 Zero { get; } = new(0);

// This value isn't picked by any proper testing, don't @ me.
private const float FloatEpsilon = 0.00001f;

#if DEBUG
static FixedPoint4()
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
DebugTools.Assert(Math.Pow(10, Shift) == ShiftConstant, "ShiftConstant must be equal to pow(10, Shift)");
}
#endif

private readonly double ShiftDown()
{
return Value / (double) ShiftConstant;
}

private FixedPoint4(long value)
{
Value = value;
}

public static FixedPoint4 New(long value)
{
return new(value * ShiftConstant);
}
public static FixedPoint4 FromTenThousandths(long value) => new(value);

public static FixedPoint4 New(float value)
{
return new((long) ApplyFloatEpsilon(value * ShiftConstant));
}

private static float ApplyFloatEpsilon(float value)
{
return value + FloatEpsilon * Math.Sign(value);
}

private static double ApplyFloatEpsilon(double value)
{
return value + FloatEpsilon * Math.Sign(value);
}

/// <summary>
/// Create the closest <see cref="FixedPoint4"/> for a float value, always rounding up.
/// </summary>
public static FixedPoint4 NewCeiling(float value)
{
return new((long) MathF.Ceiling(value * ShiftConstant));
}

public static FixedPoint4 New(double value)
{
return new((long) ApplyFloatEpsilon(value * ShiftConstant));
}

public static FixedPoint4 New(string value)
{
return New(Parse.Float(value));
}

public static FixedPoint4 operator +(FixedPoint4 a) => a;

public static FixedPoint4 operator -(FixedPoint4 a) => new(-a.Value);

public static FixedPoint4 operator +(FixedPoint4 a, FixedPoint4 b)
=> new(a.Value + b.Value);

public static FixedPoint4 operator -(FixedPoint4 a, FixedPoint4 b)
=> new(a.Value - b.Value);

public static FixedPoint4 operator *(FixedPoint4 a, FixedPoint4 b)
{
return new(b.Value * a.Value / ShiftConstant);
}

public static FixedPoint4 operator *(FixedPoint4 a, float b)
{
return new((long) ApplyFloatEpsilon(a.Value * b));
}

public static FixedPoint4 operator *(FixedPoint4 a, double b)
{
return new((long) ApplyFloatEpsilon(a.Value * b));
}

public static FixedPoint4 operator *(FixedPoint4 a, long b)
{
return new(a.Value * b);
}

public static FixedPoint4 operator /(FixedPoint4 a, FixedPoint4 b)
{
return new((long) (ShiftConstant * (long) a.Value / b.Value));
}

public static FixedPoint4 operator /(FixedPoint4 a, float b)
{
return new((long) ApplyFloatEpsilon(a.Value / b));
}

public static bool operator <=(FixedPoint4 a, long b)
{
return a <= New(b);
}

public static bool operator >=(FixedPoint4 a, long b)
{
return a >= New(b);
}

public static bool operator <(FixedPoint4 a, long b)
{
return a < New(b);
}

public static bool operator >(FixedPoint4 a, long b)
{
return a > New(b);
}

public static bool operator ==(FixedPoint4 a, long b)
{
return a == New(b);
}

public static bool operator !=(FixedPoint4 a, long b)
{
return a != New(b);
}

public static bool operator ==(FixedPoint4 a, FixedPoint4 b)
{
return a.Equals(b);
}

public static bool operator !=(FixedPoint4 a, FixedPoint4 b)
{
return !a.Equals(b);
}

public static bool operator <=(FixedPoint4 a, FixedPoint4 b)
{
return a.Value <= b.Value;
}

public static bool operator >=(FixedPoint4 a, FixedPoint4 b)
{
return a.Value >= b.Value;
}

public static bool operator <(FixedPoint4 a, FixedPoint4 b)
{
return a.Value < b.Value;
}

public static bool operator >(FixedPoint4 a, FixedPoint4 b)
{
return a.Value > b.Value;
}

public readonly float Float()
{
return (float) ShiftDown();
}

public readonly double Double()
{
return ShiftDown();
}

public readonly long Long()
{
return Value / ShiftConstant;
}

public readonly int Int()
{
return (int)Long();
}

// Implicit operators ftw
public static implicit operator FixedPoint4(FixedPoint2 n) => New(n.Int());
public static implicit operator FixedPoint4(float n) => New(n);
public static implicit operator FixedPoint4(double n) => New(n);
public static implicit operator FixedPoint4(int n) => New(n);
public static implicit operator FixedPoint4(long n) => New(n);

public static explicit operator FixedPoint2(FixedPoint4 n) => n.Int();
public static explicit operator float(FixedPoint4 n) => n.Float();
public static explicit operator double(FixedPoint4 n) => n.Double();
public static explicit operator int(FixedPoint4 n) => n.Int();
public static explicit operator long(FixedPoint4 n) => n.Long();

public static FixedPoint4 Min(params FixedPoint4[] fixedPoints)
{
return fixedPoints.Min();
}

public static FixedPoint4 Min(FixedPoint4 a, FixedPoint4 b)
{
return a < b ? a : b;
}

public static FixedPoint4 Max(FixedPoint4 a, FixedPoint4 b)
{
return a > b ? a : b;
}

public static long Sign(FixedPoint4 value)
{
if (value < Zero)
{
return -1;
}

if (value > Zero)
{
return 1;
}

return 0;
}

public static FixedPoint4 Abs(FixedPoint4 a)
{
return FromTenThousandths(Math.Abs(a.Value));
}

public static FixedPoint4 Dist(FixedPoint4 a, FixedPoint4 b)
{
return FixedPoint4.Abs(a - b);
}

public static FixedPoint4 Clamp(FixedPoint4 number, FixedPoint4 min, FixedPoint4 max)
{
if (min > max)
{
throw new ArgumentException($"{nameof(min)} {min} cannot be larger than {nameof(max)} {max}");
}

return number < min ? min : number > max ? max : number;
}

public override readonly bool Equals(object? obj)
{
return obj is FixedPoint4 unit &&
Value == unit.Value;
}

public override readonly int GetHashCode()
{
// ReSharper disable once NonReadonlyMemberInGetHashCode
return HashCode.Combine(Value);
}

public void Deserialize(string value)
{
// TODO implement "lossless" serializer.
// I.e., dont use floats.
if (value == "MaxValue")
Value = int.MaxValue;
else
this = New(Parse.Double(value));
}

public override readonly string ToString() => $"{ShiftDown().ToString(CultureInfo.InvariantCulture)}";

public string ToString(string? format, IFormatProvider? formatProvider)
{
return ToString();
}

public readonly string Serialize()
{
// TODO implement "lossless" serializer.
// I.e., dont use floats.
if (Value == int.MaxValue)
return "MaxValue";

return ToString();
}

public readonly bool Equals(FixedPoint4 other)
{
return Value == other.Value;
}

public readonly int CompareTo(FixedPoint4 other)
{
if (other.Value > Value)
{
return -1;
}
if (other.Value < Value)
{
return 1;
}
return 0;
}

}

public static class FixedPoint4EnumerableExt
{
public static FixedPoint4 Sum(this IEnumerable<FixedPoint4> source)
{
var acc = FixedPoint4.Zero;

foreach (var n in source)
{
acc += n;
}

return acc;
}
}
}

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