Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
148 lines
2.4 KiB
C++
148 lines
2.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup intern_sky_modal
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*/
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#ifndef __SKY_FLOAT3_H__
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#define __SKY_FLOAT3_H__
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// minimal float3 + util_math.h implementation for nishita sky model
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#include <math.h>
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#ifndef M_PI_F
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# define M_PI_F (3.1415926535897932f) /* pi */
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#endif
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#ifndef M_PI_2_F
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# define M_PI_2_F (1.5707963267948966f) /* pi/2 */
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#endif
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#ifndef M_2PI_F
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# define M_2PI_F (6.2831853071795864f) /* 2*pi */
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#endif
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struct float3 {
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float x, y, z;
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float3() = default;
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float3(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]}
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{
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}
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float3(const float (*ptr)[3]) : float3((const float *)ptr)
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{
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}
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explicit float3(float value) : x(value), y(value), z(value)
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{
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}
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explicit float3(int value) : x(value), y(value), z(value)
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{
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}
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float3(float x, float y, float z) : x{x}, y{y}, z{z}
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{
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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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operator float *()
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{
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return &x;
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}
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friend float3 operator*(const float3 &a, float b)
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{
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return {a.x * b, a.y * b, a.z * b};
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}
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friend float3 operator*(float b, const float3 &a)
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{
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return {a.x * b, a.y * b, a.z * b};
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}
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friend float3 operator-(const float3 &a, const float3 &b)
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{
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return {a.x - b.x, a.y - b.y, a.z - b.z};
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}
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friend float3 operator-(const float3 &a)
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{
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return {-a.x, -a.y, -a.z};
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}
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float length_squared() const
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{
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return x * x + y * y + z * z;
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}
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float length() const
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{
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return sqrt(length_squared());
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}
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static float distance(const float3 &a, const float3 &b)
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{
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return (a - b).length();
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}
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friend float3 operator+(const float3 &a, const float3 &b)
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{
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return {a.x + b.x, a.y + b.y, a.z + b.z};
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}
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void operator+=(const float3 &b)
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{
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this->x += b.x;
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this->y += b.y;
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this->z += b.z;
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}
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friend float3 operator*(const float3 &a, const float3 &b)
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{
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return {a.x * b.x, a.y * b.y, a.z * b.z};
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}
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};
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inline float sqr(float a)
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{
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return a * a;
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}
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inline float3 make_float3(float x, float y, float z)
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{
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return float3(x, y, z);
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}
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inline float dot(const float3 &a, const float3 &b)
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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inline float distance(const float3 &a, const float3 &b)
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{
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return float3::distance(a, b);
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}
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inline float len_squared(float3 f)
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{
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return f.length_squared();
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}
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inline float len(float3 f)
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{
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return f.length();
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}
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inline float reduce_add(float3 f)
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{
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return f.x + f.y + f.z;
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}
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#endif /* __SKY_FLOAT3_H__ */
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