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author | Clément Foucault <foucault.clem@gmail.com> | 2022-01-12 14:49:36 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-01-12 14:50:02 +0300 |
commit | fb6bd8864411ee27db05ceadcb80f690f44e48dd (patch) | |
tree | 7f5354d1272612a32c28bfda4c03259970c402b7 /source/blender/blenlib/BLI_float3.hh | |
parent | 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d (diff) |
Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes
This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
Diffstat (limited to 'source/blender/blenlib/BLI_float3.hh')
-rw-r--r-- | source/blender/blenlib/BLI_float3.hh | 320 |
1 files changed, 320 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_float3.hh b/source/blender/blenlib/BLI_float3.hh new file mode 100644 index 00000000000..765f524fb31 --- /dev/null +++ b/source/blender/blenlib/BLI_float3.hh @@ -0,0 +1,320 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#pragma once + +#include <iostream> + +#include "BLI_math_vector.h" + +namespace blender { + +struct float3 { + float x, y, z; + + float3() = default; + + float3(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]} + { + } + + float3(const float (*ptr)[3]) : float3(static_cast<const float *>(ptr[0])) + { + } + + explicit float3(float value) : x(value), y(value), z(value) + { + } + + explicit float3(int value) : x(value), y(value), z(value) + { + } + + float3(float x, float y, float z) : x{x}, y{y}, z{z} + { + } + + operator const float *() const + { + return &x; + } + + operator float *() + { + return &x; + } + + friend float3 operator+(const float3 &a, const float3 &b) + { + return {a.x + b.x, a.y + b.y, a.z + b.z}; + } + + friend float3 operator+(const float3 &a, const float &b) + { + return {a.x + b, a.y + b, a.z + b}; + } + + float3 &operator+=(const float3 &b) + { + this->x += b.x; + this->y += b.y; + this->z += b.z; + return *this; + } + + friend float3 operator-(const float3 &a, const float3 &b) + { + return {a.x - b.x, a.y - b.y, a.z - b.z}; + } + + friend float3 operator-(const float3 &a) + { + return {-a.x, -a.y, -a.z}; + } + + friend float3 operator-(const float3 &a, const float &b) + { + return {a.x - b, a.y - b, a.z - b}; + } + + float3 &operator-=(const float3 &b) + { + this->x -= b.x; + this->y -= b.y; + this->z -= b.z; + return *this; + } + + float3 &operator*=(float scalar) + { + this->x *= scalar; + this->y *= scalar; + this->z *= scalar; + return *this; + } + + float3 &operator*=(const float3 &other) + { + this->x *= other.x; + this->y *= other.y; + this->z *= other.z; + return *this; + } + + friend float3 operator*(const float3 &a, const float3 &b) + { + return {a.x * b.x, a.y * b.y, a.z * b.z}; + } + + friend float3 operator*(const float3 &a, float b) + { + return {a.x * b, a.y * b, a.z * b}; + } + + friend float3 operator*(float a, const float3 &b) + { + return b * a; + } + + friend float3 operator/(const float3 &a, float b) + { + BLI_assert(b != 0.0f); + return {a.x / b, a.y / b, a.z / b}; + } + + friend std::ostream &operator<<(std::ostream &stream, const float3 &v) + { + stream << "(" << v.x << ", " << v.y << ", " << v.z << ")"; + return stream; + } + + friend bool operator==(const float3 &a, const float3 &b) + { + return a.x == b.x && a.y == b.y && a.z == b.z; + } + + friend bool operator!=(const float3 &a, const float3 &b) + { + return !(a == b); + } + + float normalize_and_get_length() + { + return normalize_v3(*this); + } + + /** + * Normalizes the vector in place. + */ + void normalize() + { + normalize_v3(*this); + } + + /** + * Returns a normalized vector. The original vector is not changed. + */ + float3 normalized() const + { + float3 result; + normalize_v3_v3(result, *this); + return result; + } + + float length() const + { + return len_v3(*this); + } + + float length_squared() const + { + return len_squared_v3(*this); + } + + bool is_zero() const + { + return this->x == 0.0f && this->y == 0.0f && this->z == 0.0f; + } + + void reflect(const float3 &normal) + { + *this = this->reflected(normal); + } + + float3 reflected(const float3 &normal) const + { + float3 result; + reflect_v3_v3v3(result, *this, normal); + return result; + } + + static float3 refract(const float3 &incident, const float3 &normal, const float eta) + { + float3 result; + float k = 1.0f - eta * eta * (1.0f - dot(normal, incident) * dot(normal, incident)); + if (k < 0.0f) { + result = float3(0.0f); + } + else { + result = eta * incident - (eta * dot(normal, incident) + sqrt(k)) * normal; + } + return result; + } + + static float3 faceforward(const float3 &vector, const float3 &incident, const float3 &reference) + { + return dot(reference, incident) < 0.0f ? vector : -vector; + } + + static float3 safe_divide(const float3 &a, const float3 &b) + { + float3 result; + result.x = (b.x == 0.0f) ? 0.0f : a.x / b.x; + result.y = (b.y == 0.0f) ? 0.0f : a.y / b.y; + result.z = (b.z == 0.0f) ? 0.0f : a.z / b.z; + return result; + } + + static float3 min(const float3 &a, const float3 &b) + { + return {a.x < b.x ? a.x : b.x, a.y < b.y ? a.y : b.y, a.z < b.z ? a.z : b.z}; + } + + static float3 max(const float3 &a, const float3 &b) + { + return {a.x > b.x ? a.x : b.x, a.y > b.y ? a.y : b.y, a.z > b.z ? a.z : b.z}; + } + + static void min_max(const float3 &vector, float3 &min, float3 &max) + { + min = float3::min(vector, min); + max = float3::max(vector, max); + } + + static float3 safe_divide(const float3 &a, const float b) + { + return (b != 0.0f) ? a / b : float3(0.0f); + } + + static float3 floor(const float3 &a) + { + return float3(floorf(a.x), floorf(a.y), floorf(a.z)); + } + + void invert() + { + x = -x; + y = -y; + z = -z; + } + + uint64_t hash() const + { + uint64_t x1 = *reinterpret_cast<const uint32_t *>(&x); + uint64_t x2 = *reinterpret_cast<const uint32_t *>(&y); + uint64_t x3 = *reinterpret_cast<const uint32_t *>(&z); + return (x1 * 435109) ^ (x2 * 380867) ^ (x3 * 1059217); + } + + static float dot(const float3 &a, const float3 &b) + { + return a.x * b.x + a.y * b.y + a.z * b.z; + } + + static float3 cross_high_precision(const float3 &a, const float3 &b) + { + float3 result; + cross_v3_v3v3_hi_prec(result, a, b); + return result; + } + + static float3 cross(const float3 &a, const float3 &b) + { + float3 result; + cross_v3_v3v3(result, a, b); + return result; + } + + static float3 project(const float3 &a, const float3 &b) + { + float3 result; + project_v3_v3v3(result, a, b); + return result; + } + + static float distance(const float3 &a, const float3 &b) + { + return (a - b).length(); + } + + static float distance_squared(const float3 &a, const float3 &b) + { + float3 diff = a - b; + return float3::dot(diff, diff); + } + + static float3 interpolate(const float3 &a, const float3 &b, float t) + { + return a * (1 - t) + b * t; + } + + static float3 abs(const float3 &a) + { + return float3(fabsf(a.x), fabsf(a.y), fabsf(a.z)); + } +}; + +} // namespace blender |