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- /* SPDX-FileCopyrightText: 2020-2023 Blender Authors
- *
- * SPDX-License-Identifier: Apache-2.0 */
- /** \file
- * \ingroup mikktspace
- */
- #pragma once
- #include <cmath>
- namespace mikk {
- struct float3 {
- float x, y, z;
- float3() = default;
- float3(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]} {}
- float3(const float (*ptr)[3]) : float3((const float *)ptr) {}
- explicit float3(float value) : x(value), y(value), z(value) {}
- explicit float3(int value) : x((float)value), y((float)value), z((float)value) {}
- float3(float x_, float y_, float z_) : x{x_}, y{y_}, z{z_} {}
- static float3 zero()
- {
- return {0.0f, 0.0f, 0.0f};
- }
- friend float3 operator*(const float3 &a, float b)
- {
- return {a.x * b, a.y * b, a.z * b};
- }
- friend float3 operator*(float b, const float3 &a)
- {
- return {a.x * b, a.y * b, a.z * b};
- }
- friend float3 operator-(const float3 &a, const float3 &b)
- {
- return {a.x - b.x, a.y - b.y, a.z - b.z};
- }
- friend float3 operator-(const float3 &a)
- {
- return {-a.x, -a.y, -a.z};
- }
- friend bool operator==(const float3 &a, const float3 &b)
- {
- return a.x == b.x && a.y == b.y && a.z == b.z;
- }
- float length_squared() const
- {
- return x * x + y * y + z * z;
- }
- float length() const
- {
- return sqrt(length_squared());
- }
- static float distance(const float3 &a, const float3 &b)
- {
- return (a - b).length();
- }
- friend float3 operator+(const float3 &a, const float3 &b)
- {
- return {a.x + b.x, a.y + b.y, a.z + b.z};
- }
- void operator+=(const float3 &b)
- {
- this->x += b.x;
- this->y += b.y;
- this->z += b.z;
- }
- friend float3 operator*(const float3 &a, const float3 &b)
- {
- return {a.x * b.x, a.y * b.y, a.z * b.z};
- }
- float3 normalize() const
- {
- const float len = length();
- return (len != 0.0f) ? *this * (1.0f / len) : *this;
- }
- float reduce_add() const
- {
- return x + y + z;
- }
- };
- inline float dot(const float3 &a, const float3 &b)
- {
- return a.x * b.x + a.y * b.y + a.z * b.z;
- }
- inline float distance(const float3 &a, const float3 &b)
- {
- return float3::distance(a, b);
- }
- /* Projects v onto the surface with normal n. */
- inline float3 project(const float3 &n, const float3 &v)
- {
- return (v - n * dot(n, v)).normalize();
- }
- } // namespace mikk
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