#define _REAL_H
#include "common.h"
+#include <cmath>
-namespace IPDF
-{
-//#define REAL_SINGLE
-#define REAL_DOUBLE
-//#define REAL_HALF
+#define REAL_SINGLE 0
+#define REAL_DOUBLE 1
+#define REAL_LONG_DOUBLE 2
+#define REAL_VFPU 3
+#define REAL_RATIONAL 4
+#define REAL_RATIONAL_ARBINT 5
+
+#ifndef REAL
+ #error "REAL was not defined!"
+#endif
+
+#if REAL == REAL_VFPU
+ #include "vfpu.h"
+#endif
+
+#if REAL == REAL_RATIONAL
+ #include "rational.h"
+#endif //REAL
+
+#if REAL == REAL_RATIONAL_ARBINT
+ #include "rational.h"
+ #include "arbint.h"
+ #include "gmpint.h"
+#endif //REAL
+
+namespace IPDF
+{
+ extern const char * g_real_name[];
-#ifdef REAL_SINGLE
+#if REAL == REAL_SINGLE
typedef float Real;
- inline float Float(Real r) {return r;}
-#elif defined REAL_DOUBLE
+#elif REAL == REAL_DOUBLE
typedef double Real;
- inline double Float(Real r) {return r;}
-#endif
+#elif REAL == REAL_LONG_DOUBLE
+ typedef long double Real;
+#elif REAL == REAL_VFPU
+ typedef VFPU::VFloat Real;
+ inline float Float(const Real & r) {return r.m_value;}
+ inline double Double(const Real & r) {return r.m_value;}
+#elif REAL == REAL_RATIONAL
+ typedef Rational<int64_t> Real;
+ inline float Float(const Real & r) {return (float)r.ToDouble();}
+ inline double Double(const Real & r) {return r.ToDouble();}
+#elif REAL == REAL_RATIONAL_ARBINT
+ #define ARBINT Gmpint // Set to Gmpint or Arbint here
+
+ typedef Rational<ARBINT> Real;
+ inline float Float(const Real & r) {return (float)r.ToDouble();}
+ inline double Double(const Real & r) {return r.ToDouble();}
+
+#else
+ #error "Type of Real unspecified."
+#endif //REAL
+
+ // 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(float f) {return (float)f;}
+ 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 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), y(0) {}
+ Vec2(Real _x, Real _y) : x(_x), y(_y) {}
+
+ 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); }
+
+ };
+
+
}
#endif //_REAL_H