/* * 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 #include "BLI_math_vector.h" #include "BLI_span.hh" namespace blender { struct double3 { double x, y, z; double3() = default; double3(const double *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]} { } double3(const double (*ptr)[3]) : double3((const double *)ptr) { } explicit double3(double value) : x(value), y(value), z(value) { } explicit double3(int value) : x(value), y(value), z(value) { } double3(double x, double y, double z) : x{x}, y{y}, z{z} { } operator const double *() const { return &x; } operator double *() { return &x; } double normalize_and_get_length() { return normalize_v3_db(*this); } double3 normalized() const { double3 result; normalize_v3_v3_db(result, *this); return result; } double length() const { return len_v3_db(*this); } double length_squared() const { return len_squared_v3_db(*this); } void reflect(const double3 &normal) { *this = this->reflected(normal); } double3 reflected(const double3 &normal) const { double3 result; reflect_v3_v3v3_db(result, *this, normal); return result; } static double3 safe_divide(const double3 &a, const double3 &b) { double3 result; result.x = (b.x == 0.0) ? 0.0 : a.x / b.x; result.y = (b.y == 0.0) ? 0.0 : a.y / b.y; result.z = (b.z == 0.0) ? 0.0 : a.z / b.z; return result; } void invert() { x = -x; y = -y; z = -z; } friend double3 operator+(const double3 &a, const double3 &b) { return {a.x + b.x, a.y + b.y, a.z + b.z}; } void operator+=(const double3 &b) { this->x += b.x; this->y += b.y; this->z += b.z; } friend double3 operator-(const double3 &a, const double3 &b) { return {a.x - b.x, a.y - b.y, a.z - b.z}; } friend double3 operator-(const double3 &a) { return {-a.x, -a.y, -a.z}; } void operator-=(const double3 &b) { this->x -= b.x; this->y -= b.y; this->z -= b.z; } void operator*=(const double &scalar) { this->x *= scalar; this->y *= scalar; this->z *= scalar; } void operator*=(const double3 &other) { this->x *= other.x; this->y *= other.y; this->z *= other.z; } friend double3 operator*(const double3 &a, const double3 &b) { return {a.x * b.x, a.y * b.y, a.z * b.z}; } friend double3 operator*(const double3 &a, const double &b) { return {a.x * b, a.y * b, a.z * b}; } friend double3 operator*(const double &a, const double3 &b) { return b * a; } friend double3 operator/(const double3 &a, const double &b) { BLI_assert(b != 0.0); return {a.x / b, a.y / b, a.z / b}; } friend bool operator==(const double3 &a, const double3 &b) { return a.x == b.x && a.y == b.y && a.z == b.z; } friend bool operator!=(const double3 &a, const double3 &b) { return a.x != b.x || a.y != b.y || a.z != b.z; } friend std::ostream &operator<<(std::ostream &stream, const double3 &v) { stream << "(" << v.x << ", " << v.y << ", " << v.z << ")"; return stream; } static double dot(const double3 &a, const double3 &b) { return a.x * b.x + a.y * b.y + a.z * b.z; } static double3 cross_high_precision(const double3 &a, const double3 &b) { double3 result; cross_v3_v3v3_db(result, a, b); return result; } static double3 project(const double3 &a, const double3 &b) { double3 result; project_v3_v3v3_db(result, a, b); return result; } static double distance(const double3 &a, const double3 &b) { return (a - b).length(); } static double distance_squared(const double3 &a, const double3 &b) { double3 diff = a - b; return double3::dot(diff, diff); } static double3 interpolate(const double3 &a, const double3 &b, double t) { return a * (1 - t) + b * t; } static double3 abs(const double3 &a) { return double3(fabs(a.x), fabs(a.y), fabs(a.z)); } static int dominant_axis(const double3 &a) { double x = (a.x >= 0) ? a.x : -a.x; double y = (a.y >= 0) ? a.y : -a.y; double z = (a.z >= 0) ? a.z : -a.z; return ((x > y) ? ((x > z) ? 0 : 2) : ((y > z) ? 1 : 2)); } static double3 cross_poly(Span poly); }; } // namespace blender