+#endif //REALTYPE
+
+ // Allow us to call Float on the primative types
+ // Useful so I can template some things that could be either (a more complicated) Real or a primitive type
+ // Mostly in the testers.
+ inline float Float(double f) {return (float)f;}
+ inline float Float(long double f) {return (float)(f);}
+ inline double Double(float f) {return (double)f;}
+ inline double Double(double f) {return (double)f;}
+ inline double Double(long double f) {return (double)(f);}
+ inline double Sqrt(double f) {return sqrt(f);}
+ inline double Abs(double a) {return fabs(a);}
+ inline double Log10(double a) {return log(a)/log(10.0);}
+ inline size_t Size(double a) {return sizeof(a);}
+ inline size_t Size(float a) {return sizeof(a);}
+
+ // Don't cause an exception
+ inline float ClampFloat(double d)
+ {
+ float f = (fabs(d) < FLT_MAX) ? ((fabs(d) > FLT_MIN) ? (float)d : FLT_MIN) : FLT_MAX;
+ return copysign(f, d);
+ }
+
+ inline int64_t Int64(double a)
+ {
+ if (a < INT64_MIN)
+ return INT64_MIN;
+ if (a > INT64_MAX)
+ return INT64_MAX;
+ return (int64_t)(a);
+ }
+
+ inline Real Power(const Real & a, int n)
+ {
+ if (n < 0)
+ {
+ return Power(Real(1)/a, -n);
+ }
+ Real r(1);
+ for (int i = 0; i < n; ++i)
+ r *= a;
+ return r;
+ }
+ struct Vec2
+ {
+ Real x;
+ Real y;
+ Vec2() : x(0.0), y(0.0) {}
+ Vec2(Real _x, Real _y) : x(_x), y(_y) {}
+ Vec2(const std::pair<Real, Real> & p) : x(p.first), y(p.second) {}
+ #if REALTYPE != REAL_IRRAM
+ Vec2(const std::pair<int64_t, int64_t> & p) : x(p.first), y(p.second) {}
+ #else
+ Vec2(const std::pair<int64_t, int64_t> & p) : x((int)p.first), y((int)p.second) {}
+ // Apparently iRRAM didn't implement -= for a constant argument
+ #endif
+ bool operator==(const Vec2& other) const { return (x == other.x) && (y == other.y); }
+ bool operator!=(const Vec2& other) const { return !(*this == other); }
+
+ Vec2& operator=(const Vec2& other) { x = other.x; y = other.y; return *this; }
+ Vec2& operator+=(const Vec2& other) { x += other.x; y += other.y; return *this; }
+ Vec2& operator-=(const Vec2& other) { x -= other.x; y -= other.y; return *this; }
+ Vec2& operator*=(const Real& lambda) { x *= lambda; y *= lambda; return *this; }
+ Vec2& operator/=(const Real& lambda) { x /= lambda; y /= lambda; return *this; }
+
+ Vec2 operator+(const Vec2& other) const { return Vec2(x + other.x, y + other.y); }
+ Vec2 operator-(const Vec2& other) const { return Vec2(x - other.x, y - other.y); }
+ Vec2 operator*(const Real& lambda) const { return Vec2(x * lambda, y * lambda); }
+ Vec2 operator/(const Real& lambda) const { return Vec2(x / lambda, y / lambda); }
+
+ const Real SquareLength() const { return (x*x + y*y); }
+
+ };
+
+ //TODO: Make sure there is actually a RealFromStr(const char * str) function
+ // Or this will recurse infinitely
+ // (If you remove this it will also break).
+ inline Real RealFromStr(const std::string & str) {return RealFromStr(str.c_str());}
+
+
+ // things stolen from wikipedia and googling
+ inline const char * HumanScale(double f)
+ {
+ if (f < 1e-36)
+ return "RATHER SMALL";
+ if (f < 1e-35)
+ return "Plank Length";
+ if (f < 1e-25)
+ return "Turtles all the way";
+ if (f < 1e-24)
+ return "More turtles";
+ if (f < 1e-23)
+ return "Turtles";
+ if (f < 1e-22)
+ return "This small";
+ if (f < 1e-21)
+ return "To find things";
+ if (f < 1e-20)
+ return "It is pretty difficult";
+ if (f < 1e-19)
+ return "Not much";
+ if (f < 1e-17)
+ return "Weak Force";
+ if (f < 1e-16)
+ return "Proton";
+ if (f < 1e-15)
+ return "(Classical) Electron";
+ if (f < 1e-11)
+ return "Inter atomic (still)";
+ if (f < 1e-10)
+ return "Inter atomic";
+ if (f < 1e-9)
+ return "Atom";
+ if (f < 1e-8)
+ return "DNA";
+ if (f < 1e-7)
+ return "Virus";
+ if (f < 1e-6)
+ return "Light";
+ if (f < 1e-5)
+ return "Bacteria";
+ if (f < 1e-4)
+ return "4004 Transistor";
+ if (f < 1e-3)
+ return "Ant";
+ if (f < 1e-2)
+ return "Coin";
+ if (f < 1e-1)
+ return "iPhone";
+ if (f < 1e0)
+ return "Person";
+ if (f < 1e1)
+ return "Building";
+ if (f < 1e2)
+ return "Football Field";
+ if (f < 1e3)
+ return "Mountain";
+ if (f < 1e4)
+ return "Clouds";
+ if (f < 1e5)
+ return "Countries";
+ if (f < 1e6)
+ return "Earth";
+ if (f < 1e8)
+ return "Between Earth and Moon";
+ if (f < 1e9)
+ return "Solar System";
+ if (f < 1e13)
+ return "Distance to nearest Star";
+ if (f < 1e21)
+ return "Milky Way";
+ if (f < 1e26)
+ return "Universe";
+ if (f < 1e27)
+ return "A bigger Universe";
+ if (f < 1e28)
+ return "Really big things";
+ if (f < 1e29)
+ return "Almost as big as...";
+ if (f < 1e30)
+ return "Wolfram's Magestic Ego";
+ return "QUITE BIG";
+
+ }