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/*
* 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]}
{
}
explicit float2(float value) : x(value), y(value)
{
}
explicit float2(int value) : x(value), y(value)
{
}
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;
}
operator float3() const
{
return float3(x, y, 0.0f);
}
float length() const
{
return len_v2(*this);
}
float length_squared() const
{
return len_squared_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;
}
uint64_t hash() const
{
uint64_t x1 = *reinterpret_cast<const uint32_t *>(&x);
uint64_t x2 = *reinterpret_cast<const uint32_t *>(&y);
return (x1 * 812519) ^ (x2 * 707951);
}
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)
{
float2 diff = a - b;
return float2::dot(diff, diff);
}
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
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