Files
test/source/blender/blenlib/BLI_math_base.hh
Hans Goudey 399168f3c1 BLI: Implement templated math functions for basic types
This is meant to complement the `blender::math` functions recently
added by D13791. It's sometimes desired to template an operation to work
on vector types, but also basic types like `float` and `int`. This patch
adds that ability with a new `BLI_math_base.hh` header.

The existing vector math header is changed to use the `vec_base` type
more explicitly, to allow the compiler's generic function overload resolution
to determine which implementation of each math function to use.
This is a relatively large change, but it also makes the file significantly
easier to understand by reducing the use of macros.

Differential Revision: https://developer.blender.org/D14113
2022-02-16 10:28:26 -06:00

105 lines
2.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
#pragma once
/** \file
* \ingroup bli
*/
#include <algorithm>
#include <cmath>
#include <type_traits>
#include "BLI_math_base_safe.h"
#include "BLI_math_vec_types.hh"
#include "BLI_utildefines.h"
#ifdef WITH_GMP
# include "BLI_math_mpq.hh"
#endif
namespace blender::math {
template<typename T> inline bool is_zero(const T &a)
{
return a == T(0);
}
template<typename T> inline bool is_any_zero(const T &a)
{
return is_zero(a);
}
template<typename T> inline T abs(const T &a)
{
return std::abs(a);
}
template<typename T> inline T min(const T &a, const T &b)
{
return std::min(a, b);
}
template<typename T> inline T max(const T &a, const T &b)
{
return std::max(a, b);
}
template<typename T> inline T clamp(const T &a, const T &min, const T &max)
{
return std::clamp(a, min, max);
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))> inline T mod(const T &a, const T &b)
{
return std::fmod(a, b);
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))>
inline T safe_mod(const T &a, const T &b)
{
return (b != 0) ? std::fmod(a, b) : 0;
}
template<typename T> inline void min_max(const T &value, T &min, T &max)
{
min = math::min(value, min);
max = math::max(value, max);
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))>
inline T safe_divide(const T &a, const T &b)
{
return (b != 0) ? a / b : T(0.0f);
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))> inline T floor(const T &a)
{
return std::floor(a);
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))> inline T ceil(const T &a)
{
return std::ceil(a);
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))> inline T fract(const T &a)
{
return a - std::floor(a);
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))>
inline T interpolate(const T &a, const T &b, const T &t)
{
return a * (1 - t) + b * t;
}
template<typename T, BLI_ENABLE_IF((is_math_float_type<T>))>
inline T midpoint(const T &a, const T &b)
{
return (a + b) * T(0.5);
}
} // namespace blender::math