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Diffstat (limited to 'source/blender/blenlib/BLI_float2.hh')
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diff --git a/source/blender/blenlib/BLI_float2.hh b/source/blender/blenlib/BLI_float2.hh
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+/*
+ * 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 "BLI_float3.hh"
+
+namespace blender {
+
+struct float2 {
+ float x, y;
+
+ float2() = default;
+
+ float2(const float *ptr) : x{ptr[0]}, y{ptr[1]}
+ {
+ }
+
+ explicit float2(float value) : x(value), y(value)
+ {
+ }
+
+ explicit float2(int value) : x(value), y(value)
+ {
+ }
+
+ float2(float x, float y) : x(x), y(y)
+ {
+ }
+
+ float2(const float3 &other) : x(other.x), y(other.y)
+ {
+ }
+
+ operator float *()
+ {
+ return &x;
+ }
+
+ operator const float *() const
+ {
+ return &x;
+ }
+
+ float length() const
+ {
+ return len_v2(*this);
+ }
+
+ float length_squared() const
+ {
+ return len_squared_v2(*this);
+ }
+
+ bool is_zero() const
+ {
+ return this->x == 0.0f && this->y == 0.0f;
+ }
+
+ float2 &operator+=(const float2 &other)
+ {
+ x += other.x;
+ y += other.y;
+ return *this;
+ }
+
+ float2 &operator-=(const float2 &other)
+ {
+ x -= other.x;
+ y -= other.y;
+ return *this;
+ }
+
+ float2 &operator*=(float factor)
+ {
+ x *= factor;
+ y *= factor;
+ return *this;
+ }
+
+ float2 &operator/=(float divisor)
+ {
+ x /= divisor;
+ y /= divisor;
+ return *this;
+ }
+
+ uint64_t hash() const
+ {
+ uint64_t x1 = *reinterpret_cast<const uint32_t *>(&x);
+ uint64_t x2 = *reinterpret_cast<const uint32_t *>(&y);
+ return (x1 * 812519) ^ (x2 * 707951);
+ }
+
+ friend float2 operator+(const float2 &a, const float2 &b)
+ {
+ return {a.x + b.x, a.y + b.y};
+ }
+
+ friend float2 operator-(const float2 &a, const float2 &b)
+ {
+ return {a.x - b.x, a.y - b.y};
+ }
+
+ friend float2 operator-(const float2 &a, const float &b)
+ {
+ return {a.x - b, a.y - b};
+ }
+
+ friend float2 operator*(const float2 &a, float b)
+ {
+ return {a.x * b, a.y * b};
+ }
+
+ friend float2 operator/(const float2 &a, float b)
+ {
+ BLI_assert(b != 0.0f);
+ return {a.x / b, a.y / b};
+ }
+
+ friend float2 operator*(float a, const float2 &b)
+ {
+ return b * a;
+ }
+
+ friend std::ostream &operator<<(std::ostream &stream, const float2 &v)
+ {
+ stream << "(" << v.x << ", " << v.y << ")";
+ return stream;
+ }
+
+ static float2 safe_divide(const float2 &a, const float b)
+ {
+ return (b != 0.0f) ? a / b : float2(0.0f);
+ }
+
+ static float2 floor(const float2 &a)
+ {
+ return float2(floorf(a.x), floorf(a.y));
+ }
+
+ /**
+ * Returns a normalized vector. The original vector is not changed.
+ */
+ float2 normalized() const
+ {
+ float2 result;
+ normalize_v2_v2(result, *this);
+ return result;
+ }
+
+ static float dot(const float2 &a, const float2 &b)
+ {
+ return a.x * b.x + a.y * b.y;
+ }
+
+ static float2 interpolate(const float2 &a, const float2 &b, float t)
+ {
+ return a * (1 - t) + b * t;
+ }
+
+ static float2 abs(const float2 &a)
+ {
+ return float2(fabsf(a.x), fabsf(a.y));
+ }
+
+ static float distance(const float2 &a, const float2 &b)
+ {
+ return (a - b).length();
+ }
+
+ static float distance_squared(const float2 &a, const float2 &b)
+ {
+ float2 diff = a - b;
+ return float2::dot(diff, diff);
+ }
+
+ struct isect_result {
+ enum {
+ LINE_LINE_COLINEAR = -1,
+ LINE_LINE_NONE = 0,
+ LINE_LINE_EXACT = 1,
+ LINE_LINE_CROSS = 2,
+ } kind;
+ float lambda;
+ float mu;
+ };
+
+ static isect_result isect_seg_seg(const float2 &v1,
+ const float2 &v2,
+ const float2 &v3,
+ const float2 &v4);
+
+ friend bool operator==(const float2 &a, const float2 &b)
+ {
+ return a.x == b.x && a.y == b.y;
+ }
+
+ friend bool operator!=(const float2 &a, const float2 &b)
+ {
+ return !(a == b);
+ }
+};
+
+} // namespace blender