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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
/** \file
* \ingroup bli
*/
#include "BLI_math_vec_types.hh"
#ifdef WITH_GMP
# include "BLI_math_mpq.hh"
namespace blender {
using mpq2 = vec_base<mpq_class, 2>;
using mpq3 = vec_base<mpq_class, 3>;
namespace math {
uint64_t hash_mpq_class(const mpq_class &value);
template<> inline uint64_t vector_hash(const mpq2 &vec)
{
return hash_mpq_class(vec.x) ^ (hash_mpq_class(vec.y) * 33);
}
template<> inline uint64_t vector_hash(const mpq3 &vec)
{
return hash_mpq_class(vec.x) ^ (hash_mpq_class(vec.y) * 33) ^ (hash_mpq_class(vec.z) * 33 * 37);
}
/**
* Cannot do this exactly in rational arithmetic!
* Approximate by going in and out of doubles.
*/
template<> inline mpq_class length(const mpq2 &a)
{
return mpq_class(sqrt(length_squared(a).get_d()));
}
/**
* Cannot do this exactly in rational arithmetic!
* Approximate by going in and out of doubles.
*/
template<> inline mpq_class length(const mpq3 &a)
{
return mpq_class(sqrt(length_squared(a).get_d()));
}
/**
* The buffer avoids allocating a temporary variable.
*/
inline mpq_class distance_squared_with_buffer(const mpq3 &a, const mpq3 &b, mpq3 &buffer)
{
buffer = a;
buffer -= b;
return dot(buffer, buffer);
}
/**
* The buffer avoids allocating a temporary variable.
*/
inline mpq_class dot_with_buffer(const mpq3 &a, const mpq3 &b, mpq3 &buffer)
{
buffer = a;
buffer *= b;
buffer.x += buffer.y;
buffer.x += buffer.z;
return buffer.x;
}
} // namespace math
} // namespace blender
#endif /* WITH_GMP */
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