blender/intern/mikktspace/mikk_float3.hh
Brecht Van Lommel 5cc33f3407 Refactor: Convert many C style casts to C++ style and id_cast
For improved type safety and to follow code style guidelines, this is a
largely automated conversion of code in source/ and intern/cycles/blender.

* Use const_cast and static_cast where possible and reintepret_cast if not.
* For arithmetic and enumeration types, use functional notation.
* Prefer blender::id_cast where possible. This required some small code
  tweaks to avoid doing this cast before the ID type has been checked. There
  are probably a few more like this lurking that will trigger asserts but not
  affect release builds.
* Change Object.data to be ID* rather than void* to take more advantage of
  id_cast checks.

Not all casts where converted, only the ones that were easy to automate.
Various modules in intern/ would also benefit but are not handled as part of
this.

Pull Request: https://projects.blender.org/blender/blender/pulls/152327
2026-01-06 19:53:20 +01:00

120 lines
2.3 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(reinterpret_cast<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 sqrtf(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