tornavis/intern/mikktspace/mikk_float3.hh

121 lines
2.2 KiB
C++

/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
/** \file
* \ingroup mikktspace
*/
#pragma once
#include <cmath>
namespace mikk {
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((float)value), y((float)value), z((float)value) {}
float3(float x_, float y_, float z_) : x{x_}, y{y_}, z{z_} {}
static float3 zero()
{
return {0.0f, 0.0f, 0.0f};
}
friend float3 operator*(const float3 &a, float b)
{
return {a.x * b, a.y * b, a.z * b};
}
friend float3 operator*(float b, const float3 &a)
{
return {a.x * b, a.y * b, a.z * b};
}
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};
}
friend bool operator==(const float3 &a, const float3 &b)
{
return a.x == b.x && a.y == b.y && a.z == b.z;
}
float length_squared() const
{
return x * x + y * y + z * z;
}
float length() const
{
return sqrt(length_squared());
}
static float distance(const float3 &a, const float3 &b)
{
return (a - b).length();
}
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};
}
float3 normalize() const
{
const float len = length();
return (len != 0.0f) ? *this * (1.0f / len) : *this;
}
float reduce_add() const
{
return x + y + z;
}
};
inline float dot(const float3 &a, const float3 &b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline float distance(const float3 &a, const float3 &b)
{
return float3::distance(a, b);
}
/* Projects v onto the surface with normal n. */
inline float3 project(const float3 &n, const float3 &v)
{
return (v - n * dot(n, v)).normalize();
}
} // namespace mikk