blender/intern/mikktspace/mikk_float3.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

121 lines
2.2 KiB
C++

/* 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