/* * 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]} { } 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); } 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; } 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, 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 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) { return float2::dot(a, b); } 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