254 lines
5.0 KiB
C++
254 lines
5.0 KiB
C++
/*
|
|
* 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 <iostream>
|
|
|
|
#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(static_cast<const float *>(ptr[0]))
|
|
{
|
|
}
|
|
|
|
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};
|
|
}
|
|
|
|
float3 &operator+=(const float3 &b)
|
|
{
|
|
this->x += b.x;
|
|
this->y += b.y;
|
|
this->z += b.z;
|
|
return *this;
|
|
}
|
|
|
|
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};
|
|
}
|
|
|
|
float3 &operator-=(const float3 &b)
|
|
{
|
|
this->x -= b.x;
|
|
this->y -= b.y;
|
|
this->z -= b.z;
|
|
return *this;
|
|
}
|
|
|
|
float3 &operator*=(float scalar)
|
|
{
|
|
this->x *= scalar;
|
|
this->y *= scalar;
|
|
this->z *= scalar;
|
|
return *this;
|
|
}
|
|
|
|
float3 &operator*=(const float3 &other)
|
|
{
|
|
this->x *= other.x;
|
|
this->y *= other.y;
|
|
this->z *= other.z;
|
|
return *this;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* Normalizes the vector in place.
|
|
*/
|
|
void normalize()
|
|
{
|
|
normalize_v3(*this);
|
|
}
|
|
|
|
/**
|
|
* Returns a normalized vector. The original vector is not changed.
|
|
*/
|
|
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;
|
|
}
|
|
|
|
uint64_t hash() const
|
|
{
|
|
uint64_t x1 = *reinterpret_cast<const uint32_t *>(&x);
|
|
uint64_t x2 = *reinterpret_cast<const uint32_t *>(&y);
|
|
uint64_t x3 = *reinterpret_cast<const 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;
|
|
}
|
|
|
|
static float3 abs(const float3 &a)
|
|
{
|
|
return float3(fabsf(a.x), fabsf(a.y), fabsf(a.z));
|
|
}
|
|
};
|
|
|
|
} // namespace blender
|