219 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			219 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 */
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#pragma once
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#include "BLI_float3.hh"
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namespace blender {
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struct float2 {
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  float x, y;
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  float2() = default;
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  float2(const float *ptr) : x{ptr[0]}, y{ptr[1]}
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  {
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  }
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  explicit float2(float value) : x(value), y(value)
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  {
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  }
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  explicit float2(int value) : x(value), y(value)
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  {
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  }
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  float2(float x, float y) : x(x), y(y)
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  {
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  }
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  float2(const float3 &other) : x(other.x), y(other.y)
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  {
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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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  operator const float *() const
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  {
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    return &x;
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  }
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  float length() const
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  {
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    return len_v2(*this);
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  }
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  float length_squared() const
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  {
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    return len_squared_v2(*this);
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  }
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  bool is_zero() const
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  {
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    return this->x == 0.0f && this->y == 0.0f;
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  }
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  float2 &operator+=(const float2 &other)
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  {
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    x += other.x;
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    y += other.y;
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    return *this;
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  }
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  float2 &operator-=(const float2 &other)
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  {
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    x -= other.x;
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    y -= other.y;
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    return *this;
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  }
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  float2 &operator*=(float factor)
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  {
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    x *= factor;
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    y *= factor;
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    return *this;
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  }
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  float2 &operator/=(float divisor)
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  {
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    x /= divisor;
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    y /= divisor;
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    return *this;
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  }
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  uint64_t hash() const
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  {
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    uint64_t x1 = *reinterpret_cast<const uint32_t *>(&x);
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    uint64_t x2 = *reinterpret_cast<const uint32_t *>(&y);
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    return (x1 * 812519) ^ (x2 * 707951);
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  }
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  friend float2 operator+(const float2 &a, const float2 &b)
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  {
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    return {a.x + b.x, a.y + b.y};
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  }
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  friend float2 operator-(const float2 &a, const float2 &b)
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  {
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    return {a.x - b.x, a.y - b.y};
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  }
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  friend float2 operator-(const float2 &a, const float &b)
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  {
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    return {a.x - b, a.y - b};
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  }
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  friend float2 operator*(const float2 &a, float b)
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  {
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    return {a.x * b, a.y * b};
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  }
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  friend float2 operator/(const float2 &a, float b)
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  {
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    BLI_assert(b != 0.0f);
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    return {a.x / b, a.y / b};
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  }
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  friend float2 operator*(float a, const float2 &b)
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  {
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    return b * a;
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  }
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  friend std::ostream &operator<<(std::ostream &stream, const float2 &v)
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  {
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    stream << "(" << v.x << ", " << v.y << ")";
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    return stream;
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  }
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  static float2 safe_divide(const float2 &a, const float b)
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  {
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    return (b != 0.0f) ? a / b : float2(0.0f);
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  }
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  static float2 floor(const float2 &a)
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  {
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    return float2(floorf(a.x), floorf(a.y));
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  }
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  /**
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   * Returns a normalized vector. The original vector is not changed.
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   */
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  float2 normalized() const
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  {
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    float2 result;
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    normalize_v2_v2(result, *this);
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    return result;
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  }
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  static float dot(const float2 &a, const float2 &b)
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  {
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    return a.x * b.x + a.y * b.y;
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  }
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  static float2 interpolate(const float2 &a, const float2 &b, float t)
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  {
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    return a * (1 - t) + b * t;
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  }
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  static float2 abs(const float2 &a)
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  {
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    return float2(fabsf(a.x), fabsf(a.y));
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  }
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  static float distance(const float2 &a, const float2 &b)
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  {
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    return (a - b).length();
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  }
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  static float distance_squared(const float2 &a, const float2 &b)
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  {
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    float2 diff = a - b;
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    return float2::dot(diff, diff);
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  }
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  struct isect_result {
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    enum {
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      LINE_LINE_COLINEAR = -1,
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      LINE_LINE_NONE = 0,
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      LINE_LINE_EXACT = 1,
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      LINE_LINE_CROSS = 2,
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    } kind;
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    float lambda;
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    float mu;
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  };
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  static isect_result isect_seg_seg(const float2 &v1,
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                                    const float2 &v2,
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                                    const float2 &v3,
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                                    const float2 &v4);
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  friend bool operator==(const float2 &a, const float2 &b)
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  {
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    return a.x == b.x && a.y == b.y;
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  }
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  friend bool operator!=(const float2 &a, const float2 &b)
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  {
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    return !(a == b);
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  }
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};
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}  // namespace blender
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