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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. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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							|  |  |  | #pragma once
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							|  |  |  | 
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							|  |  |  | #include "DNA_node_types.h"
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							|  |  |  | 
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										 |  |  | #include "BLI_float3.hh"
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										 |  |  | #include "BLI_math_base_safe.h"
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							|  |  |  | #include "BLI_math_rotation.h"
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							|  |  |  | #include "BLI_string_ref.hh"
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							|  |  |  | 
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							|  |  |  | namespace blender::nodes { | 
					
						
							|  |  |  | 
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							|  |  |  | struct FloatMathOperationInfo { | 
					
						
							|  |  |  |   StringRefNull title_case_name; | 
					
						
							|  |  |  |   StringRefNull shader_name; | 
					
						
							|  |  |  | 
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							|  |  |  |   FloatMathOperationInfo() = delete; | 
					
						
							|  |  |  |   FloatMathOperationInfo(StringRefNull title_case_name, StringRefNull shader_name) | 
					
						
							|  |  |  |       : title_case_name(title_case_name), shader_name(shader_name) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
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							|  |  |  | const FloatMathOperationInfo *get_float_math_operation_info(const int operation); | 
					
						
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										 |  |  | const FloatMathOperationInfo *get_float3_math_operation_info(const int operation); | 
					
						
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										 |  |  | const FloatMathOperationInfo *get_float_compare_operation_info(const int operation); | 
					
						
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										 |  |  | 
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							|  |  |  | /**
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							|  |  |  |  * This calls the `callback` with two arguments: | 
					
						
							|  |  |  |  *  1. The math function that takes a float as input and outputs a new float. | 
					
						
							|  |  |  |  *  2. A #FloatMathOperationInfo struct reference. | 
					
						
							|  |  |  |  * Returns true when the callback has been called, otherwise false. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The math function that is passed to the callback is actually a lambda function that is different | 
					
						
							|  |  |  |  * for every operation. Therefore, if the callback is templated on the math function, it will get | 
					
						
							|  |  |  |  * instantiated for every operation separately. This has two benefits: | 
					
						
							|  |  |  |  *  - The compiler can optimize the callback for every operation separately. | 
					
						
							|  |  |  |  *  - A static variable declared in the callback will be generated for every operation separately. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * If separate instantiations are not desired, the callback can also take a function pointer with | 
					
						
							|  |  |  |  * the following signature as input instead: float (*math_function)(float a). | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl_to_fl(const int operation, Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
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							|  |  |  |   /* This is just an utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
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							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_MATH_EXPONENT: | 
					
						
							|  |  |  |       return dispatch([](float a) { return expf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_SQRT: | 
					
						
							|  |  |  |       return dispatch([](float a) { return safe_sqrtf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_INV_SQRT: | 
					
						
							|  |  |  |       return dispatch([](float a) { return safe_inverse_sqrtf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_ABSOLUTE: | 
					
						
							|  |  |  |       return dispatch([](float a) { return fabs(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_RADIANS: | 
					
						
							|  |  |  |       return dispatch([](float a) { return (float)DEG2RAD(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_DEGREES: | 
					
						
							|  |  |  |       return dispatch([](float a) { return (float)RAD2DEG(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_SIGN: | 
					
						
							|  |  |  |       return dispatch([](float a) { return compatible_signf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_ROUND: | 
					
						
							|  |  |  |       return dispatch([](float a) { return floorf(a + 0.5f); }); | 
					
						
							|  |  |  |     case NODE_MATH_FLOOR: | 
					
						
							|  |  |  |       return dispatch([](float a) { return floorf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_CEIL: | 
					
						
							|  |  |  |       return dispatch([](float a) { return ceilf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_FRACTION: | 
					
						
							|  |  |  |       return dispatch([](float a) { return a - floorf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_TRUNC: | 
					
						
							|  |  |  |       return dispatch([](float a) { return a >= 0.0f ? floorf(a) : ceilf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_SINE: | 
					
						
							|  |  |  |       return dispatch([](float a) { return sinf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_COSINE: | 
					
						
							|  |  |  |       return dispatch([](float a) { return cosf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_TANGENT: | 
					
						
							|  |  |  |       return dispatch([](float a) { return tanf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_SINH: | 
					
						
							|  |  |  |       return dispatch([](float a) { return sinhf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_COSH: | 
					
						
							|  |  |  |       return dispatch([](float a) { return coshf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_TANH: | 
					
						
							|  |  |  |       return dispatch([](float a) { return tanhf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_ARCSINE: | 
					
						
							|  |  |  |       return dispatch([](float a) { return safe_asinf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_ARCCOSINE: | 
					
						
							|  |  |  |       return dispatch([](float a) { return safe_acosf(a); }); | 
					
						
							|  |  |  |     case NODE_MATH_ARCTANGENT: | 
					
						
							|  |  |  |       return dispatch([](float a) { return atanf(a); }); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | /**
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							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl_fl_to_fl(const int operation, Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
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							|  |  |  |   /* This is just an utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
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							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_MATH_ADD: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return a + b; }); | 
					
						
							|  |  |  |     case NODE_MATH_SUBTRACT: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return a - b; }); | 
					
						
							|  |  |  |     case NODE_MATH_MULTIPLY: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return a * b; }); | 
					
						
							|  |  |  |     case NODE_MATH_DIVIDE: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return safe_divide(a, b); }); | 
					
						
							|  |  |  |     case NODE_MATH_POWER: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return safe_powf(a, b); }); | 
					
						
							|  |  |  |     case NODE_MATH_LOGARITHM: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return safe_logf(a, b); }); | 
					
						
							|  |  |  |     case NODE_MATH_MINIMUM: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return std::min(a, b); }); | 
					
						
							|  |  |  |     case NODE_MATH_MAXIMUM: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return std::max(a, b); }); | 
					
						
							|  |  |  |     case NODE_MATH_LESS_THAN: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return (float)(a < b); }); | 
					
						
							|  |  |  |     case NODE_MATH_GREATER_THAN: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return (float)(a > b); }); | 
					
						
							|  |  |  |     case NODE_MATH_MODULO: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return safe_modf(a, b); }); | 
					
						
							|  |  |  |     case NODE_MATH_SNAP: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return floorf(safe_divide(a, b)) * b; }); | 
					
						
							|  |  |  |     case NODE_MATH_ARCTAN2: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return atan2f(a, b); }); | 
					
						
							|  |  |  |     case NODE_MATH_PINGPONG: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return pingpongf(a, b); }); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | /**
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							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl_fl_fl_to_fl(const int operation, Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
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							|  |  |  |   /* This is just an utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
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							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_MATH_MULTIPLY_ADD: | 
					
						
							|  |  |  |       return dispatch([](float a, float b, float c) { return a * b + c; }); | 
					
						
							|  |  |  |     case NODE_MATH_COMPARE: | 
					
						
							|  |  |  |       return dispatch([](float a, float b, float c) -> float { | 
					
						
							|  |  |  |         return ((a == b) || (fabsf(a - b) <= fmaxf(c, FLT_EPSILON))) ? 1.0f : 0.0f; | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     case NODE_MATH_SMOOTH_MIN: | 
					
						
							|  |  |  |       return dispatch([](float a, float b, float c) { return smoothminf(a, b, c); }); | 
					
						
							|  |  |  |     case NODE_MATH_SMOOTH_MAX: | 
					
						
							|  |  |  |       return dispatch([](float a, float b, float c) { return -smoothminf(-a, -b, -c); }); | 
					
						
							|  |  |  |     case NODE_MATH_WRAP: | 
					
						
							|  |  |  |       return dispatch([](float a, float b, float c) { return wrapf(a, b, c); }); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | /**
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							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl_fl_to_bool(const FloatCompareOperation operation, | 
					
						
							|  |  |  |                                                   Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float_compare_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
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							|  |  |  |   /* This is just an utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
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							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_FLOAT_COMPARE_LESS_THAN: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return a < b; }); | 
					
						
							|  |  |  |     case NODE_FLOAT_COMPARE_LESS_EQUAL: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return a <= b; }); | 
					
						
							|  |  |  |     case NODE_FLOAT_COMPARE_GREATER_THAN: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return a > b; }); | 
					
						
							|  |  |  |     case NODE_FLOAT_COMPARE_GREATER_EQUAL: | 
					
						
							|  |  |  |       return dispatch([](float a, float b) { return a >= b; }); | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | /**
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							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl3_fl3_to_fl3(const NodeVectorMathOperation operation, | 
					
						
							|  |  |  |                                                    Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   /* This is just a utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_ADD: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { return a + b; }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_SUBTRACT: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { return a - b; }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_MULTIPLY: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { return a * b; }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_DIVIDE: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { | 
					
						
							|  |  |  |         return float3(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z)); | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_CROSS_PRODUCT: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { return float3::cross_high_precision(a, b); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_PROJECT: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { | 
					
						
							|  |  |  |         float length_squared = float3::dot(a, b); | 
					
						
							|  |  |  |         return (length_squared != 0.0) ? (float3::dot(a, b) / length_squared) * b : float3(0.0f); | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_REFLECT: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { | 
					
						
							|  |  |  |         b.normalize(); | 
					
						
							|  |  |  |         return a.reflected(b); | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_SNAP: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { | 
					
						
							|  |  |  |         return float3(floor(safe_divide(a.x, b.x)), | 
					
						
							|  |  |  |                       floor(safe_divide(a.y, b.y)), | 
					
						
							|  |  |  |                       floor(safe_divide(a.z, b.z))) * | 
					
						
							|  |  |  |                b; | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_MODULO: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { | 
					
						
							|  |  |  |         return float3(safe_modf(a.x, b.x), safe_modf(a.y, b.y), safe_modf(a.z, b.z)); | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_MINIMUM: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { | 
					
						
							|  |  |  |         return float3(min_ff(a.x, b.x), min_ff(a.y, b.y), min_ff(a.z, b.z)); | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_MAXIMUM: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { | 
					
						
							|  |  |  |         return float3(max_ff(a.x, b.x), max_ff(a.y, b.y), max_ff(a.z, b.z)); | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl3_fl3_to_fl(const NodeVectorMathOperation operation, | 
					
						
							|  |  |  |                                                   Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   /* This is just a utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_DOT_PRODUCT: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { return float3::dot(a, b); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_DISTANCE: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b) { return float3::distance(a, b); }); | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl3_fl3_fl3_to_fl3(const NodeVectorMathOperation operation, | 
					
						
							|  |  |  |                                                        Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   /* This is just a utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_WRAP: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float3 b, float3 c) { | 
					
						
							|  |  |  |         return float3(wrapf(a.x, b.x, c.x), wrapf(a.y, b.y, c.y), wrapf(a.z, b.z, c.z)); | 
					
						
							|  |  |  |       }); | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl3_to_fl(const NodeVectorMathOperation operation, | 
					
						
							|  |  |  |                                               Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   /* This is just a utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_LENGTH: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { return in.length(); }); | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl3_fl_to_fl3(const NodeVectorMathOperation operation, | 
					
						
							|  |  |  |                                                   Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   /* This is just a utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_SCALE: | 
					
						
							|  |  |  |       return dispatch([](float3 a, float b) { return a * b; }); | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | template<typename Callback> | 
					
						
							|  |  |  | inline bool try_dispatch_float_math_fl3_to_fl3(const NodeVectorMathOperation operation, | 
					
						
							|  |  |  |                                                Callback &&callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); | 
					
						
							|  |  |  |   if (info == nullptr) { | 
					
						
							|  |  |  |     return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   /* This is just a utility function to keep the individual cases smaller. */ | 
					
						
							|  |  |  |   auto dispatch = [&](auto math_function) -> bool { | 
					
						
							|  |  |  |     callback(math_function, *info); | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   switch (operation) { | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_NORMALIZE: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { | 
					
						
							|  |  |  |         float3 out = in; | 
					
						
							|  |  |  |         out.normalize(); | 
					
						
							|  |  |  |         return out; | 
					
						
							|  |  |  |       }); /* Should be safe. */ | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_FLOOR: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { return float3(floor(in.x), floor(in.y), floor(in.z)); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_CEIL: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { return float3(ceil(in.x), ceil(in.y), ceil(in.z)); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_FRACTION: | 
					
						
							|  |  |  |       return dispatch( | 
					
						
							|  |  |  |           [](float3 in) { return in - float3(floor(in.x), floor(in.y), floor(in.z)); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_ABSOLUTE: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { return float3::abs(in); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_SINE: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { return float3(sinf(in.x), sinf(in.y), sinf(in.z)); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_COSINE: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { return float3(cosf(in.x), cosf(in.y), cosf(in.z)); }); | 
					
						
							|  |  |  |     case NODE_VECTOR_MATH_TANGENT: | 
					
						
							|  |  |  |       return dispatch([](float3 in) { return float3(tanf(in.x), tanf(in.y), tanf(in.z)); }); | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       return false; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-12-02 13:25:25 +01:00
										 |  |  | }  // namespace blender::nodes
 |