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blender-archive/source/blender/blenlib/BLI_math_base.hh
Clément Foucault 8b5d5cbf06 BLI: Math: Add sign() function
This implement the sign function as simple as possible while giving the
the same result as `signum`.
2023-01-15 14:15:39 +01:00

173 lines
3.2 KiB
C++

/* 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);
}
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 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);
}
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