text: /*
   * This program is free software; you can redistribute it and/or
   * modify it under the terms of the GNU General Public License
   * as published by the Free Software Foundation; either version 2
   * of the License, or (at your option) any later version.
   *
   * This program is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   * GNU General Public License for more details.
   *
   * You should have received a copy of the GNU General Public License
   * along with this program; if not, write to the Free Software Foundation,
   * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
   */
  
  #pragma once
  
  #include <iostream>
  
  #include "BLI_math_vector.h"
  
  namespace blender {
  
  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(static_cast<const float *>(ptr[0]))
    {
    }
  
    explicit float3(float value) : x(value), y(value), z(value)
    {
    }
  
    explicit float3(int value) : x(value), y(value), z(value)
    {
    }
  
    float3(float x, float y, float z) : x{x}, y{y}, z{z}
    {
    }
  
    operator const float *() const
    {
      return &x;
    }
  
    operator float *()
    {
      return &x;
    }
  
    friend float3 operator+(const float3 &a, const float3 &b)
    {
      return {a.x + b.x, a.y + b.y, a.z + b.z};
    }
  
    float3 &operator+=(const float3 &b)
    {
      this->x += b.x;
      this->y += b.y;
      this->z += b.z;
      return *this;
    }
  
    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};
    }
  
    float3 &operator-=(const float3 &b)
    {
      this->x -= b.x;
      this->y -= b.y;
      this->z -= b.z;
      return *this;
    }
  
    float3 &operator*=(float scalar)
    {
      this->x *= scalar;
      this->y *= scalar;
      this->z *= scalar;
      return *this;
    }
  
    float3 &operator*=(const float3 &other)
    {
      this->x *= other.x;
      this->y *= other.y;
      this->z *= other.z;
      return *this;
    }
  
    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, float b)
    {
      return {a.x * b, a.y * b, a.z * b};
    }
  
    friend float3 operator*(float a, const float3 &b)
    {
      return b * a;
    }
  
    friend float3 operator/(const float3 &a, float b)
    {
      BLI_assert(b != 0.0f);
      return {a.x / b, a.y / b, a.z / b};
    }
  
    friend std::ostream &operator<<(std::ostream &stream, const float3 &v)
    {
      stream << "(" << v.x << ", " << v.y << ", " << v.z << ")";
      return stream;
    }
  
    friend bool operator==(const float3 &a, const float3 &b)
    {
      return a.x == b.x && a.y == b.y && a.z == b.z;
    }
  
    friend bool operator!=(const float3 &a, const float3 &b)
    {
      return !(a == b);
    }
  
    float normalize_and_get_length()
    {
      return normalize_v3(*this);
    }
  
    /**
     * Normalizes the vector in place.
     */
    void normalize()
    {
      normalize_v3(*this);
    }
  
    /**
     * Returns a normalized vector. The original vector is not changed.
     */
    float3 normalized() const
    {
      float3 result;
      normalize_v3_v3(result, *this);
      return result;
    }
  
    float length() const
    {
      return len_v3(*this);
    }
  
    float length_squared() const
    {
      return len_squared_v3(*this);
    }
  
    void reflect(const float3 &normal)
    {
      *this = this->reflected(normal);
    }
  
    float3 reflected(const float3 &normal) const
    {
      float3 result;
      reflect_v3_v3v3(result, *this, normal);
      return result;
    }
  
    static float3 safe_divide(const float3 &a, const float3 &b)
    {
      float3 result;
      result.x = (b.x == 0.0f) ? 0.0f : a.x / b.x;
      result.y = (b.y == 0.0f) ? 0.0f : a.y / b.y;
      result.z = (b.z == 0.0f) ? 0.0f : a.z / b.z;
      return result;
    }
  
    void invert()
    {
      x = -x;
      y = -y;
      z = -z;
    }
  
    uint64_t hash() const
    {
      uint64_t x1 = *reinterpret_cast<const uint32_t *>(&x);
      uint64_t x2 = *reinterpret_cast<const uint32_t *>(&y);
      uint64_t x3 = *reinterpret_cast<const uint32_t *>(&z);
      return (x1 * 435109) ^ (x2 * 380867) ^ (x3 * 1059217);
    }
  
    static float dot(const float3 &a, const float3 &b)
    {
      return a.x * b.x + a.y * b.y + a.z * b.z;
    }
  
    static float3 cross_high_precision(const float3 &a, const float3 &b)
    {
      float3 result;
      cross_v3_v3v3_hi_prec(result, a, b);
      return result;
    }
  
    static float3 project(const float3 &a, const float3 &b)
    {
      float3 result;
      project_v3_v3v3(result, a, b);
      return result;
    }
  
    static float distance(const float3 &a, const float3 &b)
    {
      return (a - b).length();
    }
  
    static float distance_squared(const float3 &a, const float3 &b)
    {
      return float3::dot(a, b);
    }
  
    static float3 interpolate(const float3 &a, const float3 &b, float t)
    {
      return a * (1 - t) + b * t;
    }
  };
  
  }  // namespace blender
  