168 lines
3.3 KiB
C++
168 lines
3.3 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include "BLI_float3.hh"
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namespace blender {
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struct float2 {
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float x, y;
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float2() = default;
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float2(const float *ptr) : x{ptr[0]}, y{ptr[1]}
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{
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}
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float2(float x, float y) : x(x), y(y)
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{
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}
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float2(const float3 &other) : x(other.x), y(other.y)
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{
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}
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operator float *()
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{
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return &x;
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}
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operator const float *() const
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{
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return &x;
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}
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float length() const
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{
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return len_v2(*this);
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}
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float2 &operator+=(const float2 &other)
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{
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x += other.x;
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y += other.y;
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return *this;
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}
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float2 &operator-=(const float2 &other)
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{
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x -= other.x;
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y -= other.y;
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return *this;
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}
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float2 &operator*=(float factor)
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{
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x *= factor;
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y *= factor;
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return *this;
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}
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float2 &operator/=(float divisor)
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{
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x /= divisor;
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y /= divisor;
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return *this;
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}
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friend float2 operator+(const float2 &a, const float2 &b)
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{
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return {a.x + b.x, a.y + b.y};
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}
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friend float2 operator-(const float2 &a, const float2 &b)
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{
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return {a.x - b.x, a.y - b.y};
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}
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friend float2 operator*(const float2 &a, float b)
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{
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return {a.x * b, a.y * b};
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}
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friend float2 operator/(const float2 &a, float b)
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{
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BLI_assert(b != 0.0f);
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return {a.x / b, a.y / b};
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}
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friend float2 operator*(float a, const float2 &b)
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{
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return b * a;
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}
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friend std::ostream &operator<<(std::ostream &stream, const float2 &v)
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{
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stream << "(" << v.x << ", " << v.y << ")";
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return stream;
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}
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static float dot(const float2 &a, const float2 &b)
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{
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return a.x * b.x + a.y * b.y;
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}
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static float2 interpolate(const float2 &a, const float2 &b, float t)
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{
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return a * (1 - t) + b * t;
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}
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static float2 abs(const float2 &a)
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{
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return float2(fabsf(a.x), fabsf(a.y));
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}
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static float distance(const float2 &a, const float2 &b)
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{
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return (a - b).length();
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}
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static float distance_squared(const float2 &a, const float2 &b)
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{
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return float2::dot(a, b);
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}
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struct isect_result {
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enum {
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LINE_LINE_COLINEAR = -1,
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LINE_LINE_NONE = 0,
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LINE_LINE_EXACT = 1,
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LINE_LINE_CROSS = 2,
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} kind;
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float lambda;
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float mu;
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};
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static isect_result isect_seg_seg(const float2 &v1,
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const float2 &v2,
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const float2 &v3,
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const float2 &v4);
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friend bool operator==(const float2 &a, const float2 &b)
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{
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return a.x == b.x && a.y == b.y;
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}
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friend bool operator!=(const float2 &a, const float2 &b)
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{
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return !(a == b);
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}
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};
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} // namespace blender
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