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

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
#pragma once
/** \file
* \ingroup bli
*/
#include <algorithm>
#include <cmath>
#include <type_traits>
#include "BLI_math_base_safe.h"
#include "BLI_utildefines.h"
namespace blender::math {
template<typename T> inline constexpr bool is_math_float_type = std::is_floating_point_v<T>;
template<typename T> inline constexpr bool is_math_integral_type = std::is_integral_v<T>;
template<typename T> inline bool is_zero(const T &a)
{
return a == T(0);
}
template<typename T> inline bool is_any_zero(const T &a)
{
return is_zero(a);
}
template<typename T> inline T abs(const T &a)
{
return std::abs(a);
}
template<typename T> inline T sign(const T &a)
{
return (T(0) < a) - (a < T(0));
}
template<typename T> inline T min(const T &a, const T &b)
{
return std::min(a, b);
}
template<typename T> inline T max(const T &a, const T &b)
{
return std::max(a, b);
}
template<typename T> inline void max_inplace(T &a, const T &b)
{
a = math::max(a, b);
}
template<typename T> inline void min_inplace(T &a, const T &b)
{
a = math::min(a, b);
}
template<typename T> inline T clamp(const T &a, const T &min, const T &max)
{
return std::clamp(a, min, max);
}
template<typename T> inline T mod(const T &a, const T &b)
{
return std::fmod(a, b);
}
template<typename T> inline T safe_mod(const T &a, const T &b)
{
return (b != 0) ? std::fmod(a, b) : 0;
}
template<typename T> inline void min_max(const T &value, T &min, T &max)
{
min = math::min(value, min);
max = math::max(value, max);
}
template<typename T> inline T safe_divide(const T &a, const T &b)
{
return (b != 0) ? a / b : T(0.0f);
}
template<typename T> inline T floor(const T &a)
{
return std::floor(a);
}
2023-03-10 12:58:10 +11:00
/**
* Repeats the saw-tooth pattern even on negative numbers.
* ex: `mod_periodic(-3, 4) = 1`, `mod(-3, 4)= -3`
*/
template<typename T> inline T mod_periodic(const T &a, const T &b)
{
return a - (b * math::floor(a / b));
}
template<> inline int64_t mod_periodic(const int64_t &a, const int64_t &b)
{
int64_t c = (a >= 0) ? a : (-1 - a);
int64_t tmp = c - (b * (c / b));
/* Negative integers have different rounding that do not match floor(). */
return (a >= 0) ? tmp : (b - 1 - tmp);
}
template<typename T> inline T ceil(const T &a)
{
return std::ceil(a);
}
template<typename T> inline T distance(const T &a, const T &b)
{
return std::abs(a - b);
}
template<typename T> inline T fract(const T &a)
{
return a - std::floor(a);
}
template<typename T> inline T sqrt(const T &a)
{
return std::sqrt(a);
}
template<typename T> inline T cos(const T &a)
{
return std::cos(a);
}
template<typename T> inline T sin(const T &a)
{
return std::sin(a);
}
template<typename T> inline T tan(const T &a)
{
return std::tan(a);
}
template<typename T> inline T acos(const T &a)
{
return std::acos(a);
}
template<typename T> inline T pow(const T &x, const T &power)
{
return std::pow(x, power);
}
template<typename T> inline T safe_acos(const T &a)
{
if (UNLIKELY(a <= T(-1))) {
return T(M_PI);
}
else if (UNLIKELY(a >= T(1))) {
return T(0);
}
return math::acos((a));
}
template<typename T> inline T asin(const T &a)
{
return std::asin(a);
}
template<typename T> inline T atan(const T &a)
{
return std::atan(a);
}
template<typename T> inline T atan2(const T &y, const T &x)
{
return std::atan2(y, x);
}
BLI: Refactor matrix types & functions to use templates This patch implements the matrix types (i.e:float4x4) by making heavy usage of templating. All matrix functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. ###Motivations The goal/motivations of this rewrite are the same as the Vector C++ API (D13791): - Template everything for making it work with any types and avoid code duplication. - Use functional style instead of Object Oriented function call to allow a simple compatibility layer with GLSL syntax (see T103026 for more details). - Allow most convenient constructor syntax and accessors (array subscript `matrix[c][r]`, or component alias `matrix.y.z`). - Make it cover all features the current C API supports for adoption. - Keep compilation time and debug performance somehow acceptable. ###Consideration: - The new `MatView` class can be generated by `my_float.view<NumCol, NumRow, StartCol, StartRow>()` (with the last 2 being optionnal). This one allows modifying parts of the source matrix in place. It isn't pretty and duplicates a lot of code, but it is needed mainly to replace `normalize_m4`. At least I think it is a good starting point that can refined further. - An exhaustive list of missing `BLI_math_matrix.h` functions from the new API can be found here P3373. - This adds new Rotation types in order to have a clean API. This will be extended when we port the full Rotation API. The types are made so that they don't allow implicit down-casting to their vector representation. - Some functions make direct use of the Eigen library, bypassing the Eigen C API defined in `intern/eigen`. Its use is contained inside `math_matrix.cc`. There is conflicting opinion wether we should use it more so I contained its usage to almost the tasks as in the C API for now. Reviewed By: sergey, JacquesLucke, HooglyBoogly, Severin, brecht Differential Revision: https://developer.blender.org/D16625
2023-01-06 17:02:28 +01:00
template<typename T> inline T hypot(const T &y, const T &x)
{
return std::hypot(y, x);
}
template<typename T, typename FactorT>
inline T interpolate(const T &a, const T &b, const FactorT &t)
{
auto result = a * (1 - t) + b * t;
if constexpr (std::is_integral_v<T> && std::is_floating_point_v<FactorT>) {
result = std::round(result);
}
return result;
}
template<typename T> inline T midpoint(const T &a, const T &b)
{
auto result = (a + b) * T(0.5);
if constexpr (std::is_integral_v<T>) {
result = std::round(result);
}
return result;
}
} // namespace blender::math