/* * 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 namespace blender { struct float4 { float x, y, z, w; float4() = default; float4(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]}, w{ptr[3]} { } explicit float4(float value) : x(value), y(value), z(value), w(value) { } explicit float4(int value) : x(value), y(value), z(value), w(value) { } float4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } operator float *() { return &x; } friend float4 operator+(const float4 &a, const float &b) { return {a.x + b, a.y + b, a.z + b, a.w + b}; } operator const float *() const { return &x; } float4 &operator+=(const float4 &other) { x += other.x; y += other.y; z += other.z; w += other.w; return *this; } friend float4 operator-(const float4 &a, const float4 &b) { return {a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; } friend float4 operator-(const float4 &a, const float &b) { return {a.x - b, a.y - b, a.z - b, a.w - b}; } friend float4 operator+(const float4 &a, const float4 &b) { return {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; } friend float4 operator/(const float4 &a, float f) { BLI_assert(f != 0.0f); return a * (1.0f / f); } float4 &operator*=(float factor) { x *= factor; y *= factor; z *= factor; w *= factor; return *this; } friend float4 operator*(const float4 &a, float b) { return {a.x * b, a.y * b, a.z * b, a.w * b}; } friend float4 operator*(float a, const float4 &b) { return b * a; } float length() const { return len_v4(*this); } static float distance(const float4 &a, const float4 &b) { return (a - b).length(); } static float4 safe_divide(const float4 &a, const float b) { return (b != 0.0f) ? a / b : float4(0.0f); } static float4 interpolate(const float4 &a, const float4 &b, float t) { return a * (1 - t) + b * t; } static float4 floor(const float4 &a) { return float4(floorf(a.x), floorf(a.y), floorf(a.z), floorf(a.w)); } static float4 normalize(const float4 &a) { const float t = len_v4(a); return (t != 0.0f) ? a / t : float4(0.0f); } }; } // namespace blender