/* * 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 /** \file * \ingroup bli */ #include "BLI_double3.hh" namespace blender::math { struct double2 { double x, y; double2() = default; double2(const double *ptr) : x{ptr[0]}, y{ptr[1]} { } double2(double x, double y) : x(x), y(y) { } double2(const double3 &other) : x(other.x), y(other.y) { } operator double *() { return &x; } operator const double *() const { return &x; } struct isect_result { enum { LINE_LINE_COLINEAR = -1, LINE_LINE_NONE = 0, LINE_LINE_EXACT = 1, LINE_LINE_CROSS = 2, } kind; double lambda; }; static isect_result isect_seg_seg(const double2 &v1, const double2 &v2, const double2 &v3, const double2 &v4); }; inline double length(const double2 &a) { return len_v2_db(a); } inline double2 operator+(const double2 &a, const double2 &b) { return {a.x + b.x, a.y + b.y}; } inline double2 operator-(const double2 &a, const double2 &b) { return {a.x - b.x, a.y - b.y}; } inline double2 operator*(const double2 &a, double b) { return {a.x * b, a.y * b}; } inline double2 operator/(const double2 &a, double b) { BLI_assert(b != 0.0); return {a.x / b, a.y / b}; } inline double2 operator*(double a, const double2 &b) { return b * a; } inline bool operator==(const double2 &a, const double2 &b) { return a.x == b.x && a.y == b.y; } inline bool operator!=(const double2 &a, const double2 &b) { return a.x != b.x || a.y != b.y; } inline std::ostream &operator<<(std::ostream &stream, const double2 &v) { stream << "(" << v.x << ", " << v.y << ")"; return stream; } inline double dot(const double2 &a, const double2 &b) { return a.x * b.x + a.y * b.y; } inline double2 lerp(const double2 &a, const double2 &b, double t) { return a * (1 - t) + b * t; } inline double2 abs(const double2 &a) { return double2(fabs(a.x), fabs(a.y)); } inline double distance(const double2 &a, const double2 &b) { return length(a - b); } inline double distance_squared(const double2 &a, const double2 &b) { double2 diff = a - b; return dot(diff, diff); } } // namespace blender::math namespace blender { using blender::math::double2; }