This commit is contained in:
root
2026-09-19 20:21:47 +02:00
commit 0798933b05
62 changed files with 7658 additions and 0 deletions
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package fixed
// Generated with arbitrary-precision arithmetic; atan(2^-i) in Q2.62.
var atanTable = [...]int64{
3622009729038561421,
2138197195906305896,
1129764675555192497,
573486189672913777,
287855953345232184,
144068303048368714,
72051730834756821,
36028064038054492,
18014306884351854,
9007187801521083,
4503598195715549,
2251799634728302,
1125899884473003,
562949950625109,
281474976361130,
140737488311637,
70368744172202,
35184372088149,
17592186044330,
8796093022197,
4398046511102,
2199023255551,
1099511627775,
549755813887,
274877906943,
137438953471,
68719476735,
34359738367,
17179869183,
8589934591,
4294967295,
2147483647,
1073741823,
536870911,
268435455,
134217727,
67108863,
33554431,
16777215,
8388607,
}
// cordicInvK is 1/K (the CORDIC gain compensation) in Q2.62.
const cordicInvK int64 = 2800459870029452953
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// Package fixed implements deterministic Q32.32 fixed-point arithmetic.
//
// All simulation state uses integer math only, so results are bit-exact on
// every platform. Values range over roughly ±2.1e9 with a resolution of
// about 2.3e-10.
package fixed
import (
"math/bits"
)
// F is a signed Q32.32 fixed-point number.
type F int64
const (
Frac = 32
One F = 1 << Frac
Half F = One / 2
Zero F = 0
Max F = 1<<63 - 1
Min F = -1 << 63
// Pi and friends, Q32.32.
Pi F = 13493037704
TwoPi F = 26986075409
HalfPi F = 6746518852
)
// FromInt converts an integer to fixed point.
func FromInt(i int64) F { return F(i) << Frac }
// FromRatio returns n/d.
func FromRatio(n, d int64) F { return FromInt(n).Div(FromInt(d)) }
// Int truncates toward zero.
func (a F) Int() int64 {
if a < 0 {
return -int64(-a >> Frac)
}
return int64(a >> Frac)
}
// Floor returns the integer floor.
func (a F) Floor() int64 { return int64(a >> Frac) }
// Float64 is for display/debugging only; never use it inside the simulation.
func (a F) Float64() float64 { return float64(a) / float64(One) }
func (a F) Add(b F) F { return a + b }
func (a F) Sub(b F) F { return a - b }
func (a F) Neg() F { return -a }
func (a F) Abs() F {
if a < 0 {
return -a
}
return a
}
// Mul returns a*b, rounded toward negative infinity, saturating on overflow.
func (a F) Mul(b F) F {
neg := (a < 0) != (b < 0)
hi, lo := bits.Mul64(uabs(a), uabs(b))
// Shift the 128-bit product right by Frac.
res := hi<<(64-Frac) | lo>>Frac
if hi>>Frac != 0 || res > 1<<63-1 {
if neg {
return Min
}
return Max
}
if neg {
// Floor for negatives keeps rounding consistent; simple truncation
// toward zero is also deterministic, we choose truncation.
return -F(res)
}
return F(res)
}
// Div returns a/b, truncated toward zero, saturating on overflow. Division by
// zero saturates to Max/Min according to the sign of a (0/0 is 0).
func (a F) Div(b F) F {
if b == 0 {
switch {
case a > 0:
return Max
case a < 0:
return Min
}
return 0
}
neg := (a < 0) != (b < 0)
ua, ub := uabs(a), uabs(b)
hi, lo := ua>>(64-Frac), ua<<Frac
if hi >= ub {
if neg {
return Min
}
return Max
}
q, _ := bits.Div64(hi, lo, ub)
if q > 1<<63-1 {
if neg {
return Min
}
return Max
}
if neg {
return -F(q)
}
return F(q)
}
// MulInt multiplies by a plain integer.
func (a F) MulInt(n int64) F { return a * F(n) }
// DivInt divides by a plain integer.
func (a F) DivInt(n int64) F { return a / F(n) }
func uabs(a F) uint64 {
if a < 0 {
return uint64(-a)
}
return uint64(a)
}
func Min2(a, b F) F {
if a < b {
return a
}
return b
}
func Max2(a, b F) F {
if a > b {
return a
}
return b
}
func Clamp(v, lo, hi F) F {
if v < lo {
return lo
}
if v > hi {
return hi
}
return v
}
// Sqrt returns the square root of a. Negative input returns 0.
func (a F) Sqrt() F {
if a <= 0 {
return 0
}
// sqrt(a/2^32)*2^32 = sqrt(a*2^32); a*2^32 fits in 96 bits.
hi, lo := uint64(a)>>(64-Frac), uint64(a)<<Frac
return F(isqrt128(hi, lo))
}
// isqrt128 returns floor(sqrt(hi:lo)) using the restoring bit-by-bit method.
func isqrt128(hi, lo uint64) uint64 {
var root uint64
var remHi, remLo uint64
for i := 0; i < 64; i++ {
// Bring down the next two bits of the radicand.
remHi = remHi<<2 | remLo>>62
remLo = remLo<<2 | hi>>62
hi = hi<<2 | lo>>62
lo <<= 2
// trial = (oldRoot<<2)|1 = (newRoot<<1)|1
root <<= 1
trialHi, trialLo := root>>63, root<<1|1
if remHi > trialHi || (remHi == trialHi && remLo >= trialLo) {
var borrow uint64
remLo, borrow = bits.Sub64(remLo, trialLo, 0)
remHi, _ = bits.Sub64(remHi, trialHi, borrow)
root |= 1
}
}
return root
}
// IntSqrt returns floor(sqrt(n)) for n >= 0.
func IntSqrt(n uint64) uint64 { return isqrt128(0, n) }
const cordicIters = len(atanTable)
// SinCos returns sin and cos of the angle a (radians).
func SinCos(a F) (sin, cos F) {
// Reduce to [-pi, pi).
a = a % TwoPi
if a >= Pi {
a -= TwoPi
} else if a < -Pi {
a += TwoPi
}
// Reduce to [-pi/2, pi/2] with a cosine sign flip.
negCos := false
if a > HalfPi {
a = Pi - a
negCos = true
} else if a < -HalfPi {
a = -Pi - a
negCos = true
}
x, y, z := cordicInvK, int64(0), int64(a)<<30
for i := 0; i < cordicIters; i++ {
dx, dy := y>>uint(i), x>>uint(i)
if z >= 0 {
x, y, z = x-dx, y+dy, z-atanTable[i]
} else {
x, y, z = x+dx, y-dy, z+atanTable[i]
}
}
s, c := F(round30(y)), F(round30(x))
if negCos {
c = -c
}
return s, c
}
func round30(v int64) int64 { return (v + 1<<29) >> 30 }
func Sin(a F) F { s, _ := SinCos(a); return s }
func Cos(a F) F { _, c := SinCos(a); return c }
// Atan2 returns the angle of the vector (x, y) in (-pi, pi].
func Atan2(y, x F) F {
if x == 0 && y == 0 {
return 0
}
// Scale so the vector is large but cannot overflow during iteration.
vx, vy := int64(x), int64(y)
for (vx > 1<<60 || vx < -(1<<60)) || (vy > 1<<60 || vy < -(1<<60)) {
vx >>= 1
vy >>= 1
}
var offset int64 // multiples of pi, in Q32
if vx < 0 {
// Rotate by pi so x >= 0.
vx, vy = -vx, -vy
if y >= 0 {
offset = int64(Pi)
} else {
offset = -int64(Pi)
}
}
// Normalize magnitude up to use precision (keep < 2^61).
for (vx < 1<<59) && (vy < 1<<59) && (vy > -(1 << 59)) {
vx <<= 1
vy <<= 1
}
var z int64
for i := 0; i < cordicIters; i++ {
dx, dy := vy>>uint(i), vx>>uint(i)
if vy > 0 {
vx, vy, z = vx+dx, vy-dy, z+atanTable[i]
} else {
vx, vy, z = vx-dx, vy+dy, z-atanTable[i]
}
}
return F(round30(z) + offset)
}
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package fixed
import (
"math"
"math/rand"
"testing"
)
func near(t *testing.T, name string, got F, want, tol float64) {
t.Helper()
if d := math.Abs(got.Float64() - want); d > tol {
t.Errorf("%s: got %v want %v (diff %g)", name, got.Float64(), want, d)
}
}
func TestMulDiv(t *testing.T) {
near(t, "mul", FromInt(3).Mul(FromRatio(1, 2)), 1.5, 1e-9)
near(t, "mulneg", FromInt(-3).Mul(FromRatio(1, 2)), -1.5, 1e-9)
near(t, "div", FromInt(1).Div(FromInt(3)), 1.0/3, 1e-9)
near(t, "divneg", FromInt(-7).Div(FromInt(2)), -3.5, 1e-9)
if FromInt(1<<30).Mul(FromInt(1<<30)) != Max {
t.Error("expected saturation")
}
if FromInt(1).Div(0) != Max || FromInt(-1).Div(0) != Min {
t.Error("div by zero should saturate")
}
}
func TestSqrt(t *testing.T) {
for _, v := range []float64{0.25, 1, 2, 3, 100, 1e6, 2e9} {
f := F(v * float64(One))
near(t, "sqrt", f.Sqrt(), math.Sqrt(v), 1e-8)
}
if IntSqrt(1<<62) != 1<<31 || IntSqrt(99) != 9 {
t.Error("IntSqrt")
}
}
func TestSinCos(t *testing.T) {
r := rand.New(rand.NewSource(1))
for i := 0; i < 2000; i++ {
a := (r.Float64() - 0.5) * 40
f := F(a * float64(One))
s, c := SinCos(f)
af := f.Float64()
near(t, "sin", s, math.Sin(af), 2e-9)
near(t, "cos", c, math.Cos(af), 2e-9)
}
}
func TestAtan2(t *testing.T) {
r := rand.New(rand.NewSource(2))
for i := 0; i < 2000; i++ {
x, y := (r.Float64()-0.5)*1e6, (r.Float64()-0.5)*1e6
got := Atan2(F(y*float64(One)), F(x*float64(One)))
near(t, "atan2", got, math.Atan2(y, x), 2e-8)
}
near(t, "atan2(0,-1)", Atan2(0, -One), math.Pi, 1e-8)
}
func TestVec3(t *testing.T) {
// A 3-4-12 vector has length 13; scale it far past what a naive x*x would allow.
v := Vec{FromInt(3_000_000), FromInt(4_000_000), FromInt(12_000_000)}
near(t, "norm3", v.Len(), 13_000_000, 1e-6)
u := Vec{FromInt(3), FromInt(4), FromInt(12)}.Unit()
near(t, "unit", u.Len(), 1, 1e-8)
d := FromSpherical(FromRatio(1, 2), FromRatio(3, 10))
near(t, "spherical len", d.Len(), 1, 1e-8)
near(t, "spherical z", d.Z, math.Sin(0.3), 1e-8)
near(t, "spherical x", d.X, math.Cos(0.3)*math.Cos(0.5), 1e-8)
r := Vec{One, 0, 0}.RotateX(HalfPi).RotateZ(HalfPi)
near(t, "rot x", r.X, 0, 1e-8)
near(t, "rot y", r.Y, 1, 1e-8)
r = Vec{0, One, 0}.RotateX(HalfPi)
near(t, "rotx z", r.Z, 1, 1e-8)
}
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package fixed
import "math/bits"
// Vec is a 3D fixed-point vector.
type Vec struct{ X, Y, Z F }
func (a Vec) Add(b Vec) Vec { return Vec{a.X + b.X, a.Y + b.Y, a.Z + b.Z} }
func (a Vec) Sub(b Vec) Vec { return Vec{a.X - b.X, a.Y - b.Y, a.Z - b.Z} }
func (a Vec) Scale(k F) Vec { return Vec{a.X.Mul(k), a.Y.Mul(k), a.Z.Mul(k)} }
// Len returns the vector magnitude. The squares are accumulated in 128 bits
// (three squares of 63-bit values cannot overflow that), so it is exact to the
// last bit over the whole F range.
func (a Vec) Len() F { return Norm3(a.X, a.Y, a.Z) }
// Hypot returns sqrt(x*x + y*y) without intermediate overflow.
func Hypot(x, y F) F { return Norm3(x, y, 0) }
// Norm3 returns sqrt(x*x + y*y + z*z) without intermediate overflow.
func Norm3(x, y, z F) F {
h1, l1 := bits.Mul64(uabs(x), uabs(x))
h2, l2 := bits.Mul64(uabs(y), uabs(y))
h3, l3 := bits.Mul64(uabs(z), uabs(z))
lo, c := bits.Add64(l1, l2, 0)
hi, _ := bits.Add64(h1, h2, c)
lo, c = bits.Add64(lo, l3, 0)
hi, _ = bits.Add64(hi, h3, c)
return F(isqrt128(hi, lo))
}
// Unit returns the unit vector, or zero for the zero vector.
func (a Vec) Unit() Vec {
l := a.Len()
if l == 0 {
return Vec{}
}
return Vec{a.X.Div(l), a.Y.Div(l), a.Z.Div(l)}
}
// FromSpherical returns the unit vector with the given azimuth (angle from +X
// in the XY plane) and elevation (angle above the XY plane).
func FromSpherical(azimuth, elevation F) Vec {
sa, ca := SinCos(azimuth)
se, ce := SinCos(elevation)
return Vec{ce.Mul(ca), ce.Mul(sa), se}
}
// RotateZ rotates counter-clockwise about the Z axis.
func (a Vec) RotateZ(ang F) Vec {
s, c := SinCos(ang)
return Vec{a.X.Mul(c) - a.Y.Mul(s), a.X.Mul(s) + a.Y.Mul(c), a.Z}
}
// RotateX rotates counter-clockwise about the X axis.
func (a Vec) RotateX(ang F) Vec {
s, c := SinCos(ang)
return Vec{a.X, a.Y.Mul(c) - a.Z.Mul(s), a.Y.Mul(s) + a.Z.Mul(c)}
}
// Dot returns the dot product, saturating on overflow.
func (a Vec) Dot(b Vec) F { return a.X.Mul(b.X) + a.Y.Mul(b.Y) + a.Z.Mul(b.Z) }