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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