/* * 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. */ /** \file * \ingroup intern_sky_modal */ #ifndef __SKY_FLOAT3_H__ #define __SKY_FLOAT3_H__ // minimal float3 + util_math.h implementation for nishita sky model #include #ifndef M_PI_F # define M_PI_F (3.1415926535897932f) /* pi */ #endif #ifndef M_PI_2_F # define M_PI_2_F (1.5707963267948966f) /* pi/2 */ #endif #ifndef M_2PI_F # define M_2PI_F (6.2831853071795864f) /* 2*pi */ #endif 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((const float *)ptr) { } 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, float b) { return {a.x * b, a.y * b, a.z * b}; } friend float3 operator*(float b, const float3 &a) { return {a.x * b, a.y * b, a.z * b}; } 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}; } float length_squared() const { return x * x + y * y + z * z; } float length() const { return sqrt(length_squared()); } static float distance(const float3 &a, const float3 &b) { return (a - b).length(); } friend float3 operator+(const float3 &a, const float3 &b) { return {a.x + b.x, a.y + b.y, a.z + b.z}; } void operator+=(const float3 &b) { this->x += b.x; this->y += b.y; this->z += b.z; } friend float3 operator*(const float3 &a, const float3 &b) { return {a.x * b.x, a.y * b.y, a.z * b.z}; } }; inline float sqr(float a) { return a * a; } inline float3 make_float3(float x, float y, float z) { return float3(x, y, z); } inline float dot(const float3 &a, const float3 &b) { return a.x * b.x + a.y * b.y + a.z * b.z; } inline float distance(const float3 &a, const float3 &b) { return float3::distance(a, b); } inline float len_squared(float3 f) { return f.length_squared(); } inline float len(float3 f) { return f.length(); } inline float reduce_add(float3 f) { return f.x + f.y + f.z; } #endif /* __SKY_FLOAT3_H__ */