/* * 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. */ #ifndef __BLI_FLOAT3_HH__ #define __BLI_FLOAT3_HH__ #include #include "BLI_math_vector.h" namespace blender { 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, 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}; } friend float3 operator-(const float3 &a) { return {-a.x, -a.y, -a.z}; } void operator-=(const float3 &b) { this->x -= b.x; this->y -= b.y; this->z -= b.z; } void operator*=(float scalar) { this->x *= scalar; this->y *= scalar; this->z *= scalar; } void operator*=(const float3 &other) { this->x *= other.x; this->y *= other.y; this->z *= other.z; } 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, float b) { return {a.x * b, a.y * b, a.z * b}; } friend float3 operator*(float a, const float3 &b) { return b * a; } friend float3 operator/(const float3 &a, float b) { BLI_assert(b != 0.0f); return {a.x / b, a.y / b, a.z / b}; } friend std::ostream &operator<<(std::ostream &stream, const float3 &v) { stream << "(" << v.x << ", " << v.y << ", " << v.z << ")"; return stream; } friend bool operator==(const float3 &a, const float3 &b) { return a.x == b.x && a.y == b.y && a.z == b.z; } friend bool operator!=(const float3 &a, const float3 &b) { return !(a == b); } float normalize_and_get_length() { return normalize_v3(*this); } float3 normalized() const { float3 result; normalize_v3_v3(result, *this); return result; } float length() const { return len_v3(*this); } float length_squared() const { return len_squared_v3(*this); } void reflect(const float3 &normal) { *this = this->reflected(normal); } float3 reflected(const float3 &normal) const { float3 result; reflect_v3_v3v3(result, *this, normal); return result; } static float3 safe_divide(const float3 &a, const float3 &b) { float3 result; result.x = (b.x == 0.0f) ? 0.0f : a.x / b.x; result.y = (b.y == 0.0f) ? 0.0f : a.y / b.y; result.z = (b.z == 0.0f) ? 0.0f : a.z / b.z; return result; } void invert() { x = -x; y = -y; z = -z; } uint32_t hash() const { uint32_t x1 = *(uint32_t *)&x; uint32_t x2 = *(uint32_t *)&y; uint32_t x3 = *(uint32_t *)&z; return (x1 * 435109) ^ (x2 * 380867) ^ (x3 * 1059217); } static float dot(const float3 &a, const float3 &b) { return a.x * b.x + a.y * b.y + a.z * b.z; } static float3 cross_high_precision(const float3 &a, const float3 &b) { float3 result; cross_v3_v3v3_hi_prec(result, a, b); return result; } static float3 project(const float3 &a, const float3 &b) { float3 result; project_v3_v3v3(result, a, b); return result; } static float distance(const float3 &a, const float3 &b) { return (a - b).length(); } static float distance_squared(const float3 &a, const float3 &b) { return float3::dot(a, b); } static float3 interpolate(const float3 &a, const float3 &b, float t) { return a * (1 - t) + b * t; } }; } // namespace blender #endif /* __BLI_FLOAT3_HH__ */