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