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blender-archive/source/blender/blenlib/BLI_float3.hh

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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 <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};
}
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float3 &operator+=(const float3 &b)
{
this->x += b.x;
this->y += b.y;
this->z += b.z;
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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};
}
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float3 &operator-=(const float3 &b)
{
this->x -= b.x;
this->y -= b.y;
this->z -= b.z;
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return *this;
}
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float3 &operator*=(float scalar)
{
this->x *= scalar;
this->y *= scalar;
this->z *= scalar;
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return *this;
}
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float3 &operator*=(const float3 &other)
{
this->x *= other.x;
this->y *= other.y;
this->z *= other.z;
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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);
}
/**
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* 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);
}
bool is_zero() const
{
return this->x == 0.0f && this->y == 0.0f && this->z == 0.0f;
}
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 refract(const float3 &incident, const float3 &normal, const float eta)
{
float3 result;
float k = 1.0f - eta * eta * (1.0f - dot(normal, incident) * dot(normal, incident));
if (k < 0.0f) {
result = float3(0.0f);
}
else {
result = eta * incident - (eta * dot(normal, incident) + sqrt(k)) * normal;
}
return result;
}
static float3 faceforward(const float3 &vector, const float3 &incident, const float3 &reference)
{
return dot(reference, incident) < 0.0f ? vector : -vector;
}
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 cross(const float3 &a, const float3 &b)
{
float3 result;
cross_v3_v3v3(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)
{
float3 diff = a - b;
return float3::dot(diff, diff);
}
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