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vector2.go
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// Copyright 2016 The G3N Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package math32
// Vector2 is a 2D vector/point with X and Y components.
type Vector2 struct {
X float32
Y float32
}
// NewVector2 creates and returns a pointer to a new Vector2 with
// the specified x and y components
func NewVector2(x, y float32) *Vector2 {
return &Vector2{X: x, Y: y}
}
// NewVec2 creates and returns a pointer to a new zero-ed Vector2.
func NewVec2() *Vector2 {
return &Vector2{X: 0, Y: 0}
}
// Clone returns a copy of this vector
func (v *Vector2) Clone() *Vector2 {
return NewVector2(v.X, v.Y)
}
// Set sets this vector X and Y components.
// Returns the pointer to this updated vector.
func (v *Vector2) Set(x, y float32) *Vector2 {
v.X = x
v.Y = y
return v
}
// SetX sets this vector X component.
// Returns the pointer to this updated Vector.
func (v *Vector2) SetX(x float32) *Vector2 {
v.X = x
return v
}
// SetY sets this vector Y component.
// Returns the pointer to this updated vector.
func (v *Vector2) SetY(y float32) *Vector2 {
v.Y = y
return v
}
// SetComponent sets this vector component value by its index: 0 for X, 1 for Y.
// Returns the pointer to this updated vector
func (v *Vector2) SetComponent(index int, value float32) *Vector2 {
switch index {
case 0:
v.X = value
case 1:
v.Y = value
default:
panic("index is out of range")
}
return v
}
// Component returns this vector component by its index: 0 for X, 1 for Y
func (v *Vector2) Component(index int) float32 {
switch index {
case 0:
return v.X
case 1:
return v.Y
default:
panic("index is out of range")
}
}
// SetByName sets this vector component value by its case insensitive name: "x" or "y".
func (v *Vector2) SetByName(name string, value float32) {
switch name {
case "x", "X":
v.X = value
case "y", "Y":
v.Y = value
default:
panic("Invalid Vector2 component name: " + name)
}
}
// Zero sets this vector X and Y components to be zero.
// Returns the pointer to this updated vector.
func (v *Vector2) Zero() *Vector2 {
v.X = 0
v.Y = 0
return v
}
// Copy copies other vector to this one.
// It is equivalent to: *v = *other.
// Returns the pointer to this updated vector.
func (v *Vector2) Copy(other *Vector2) *Vector2 {
v.X = other.X
v.Y = other.Y
return v
}
// Add adds other vector to this one.
// Returns the pointer to this updated vector.
func (v *Vector2) Add(other *Vector2) *Vector2 {
v.X += other.X
v.Y += other.Y
return v
}
// AddScalar adds scalar s to each component of this vector.
// Returns the pointer to this updated vector.
func (v *Vector2) AddScalar(s float32) *Vector2 {
v.X += s
v.Y += s
return v
}
// AddVectors adds vectors a and b to this one.
// Returns the pointer to this updated vector.
func (v *Vector2) AddVectors(a, b *Vector2) *Vector2 {
v.X = a.X + b.X
v.Y = a.Y + b.Y
return v
}
// Sub subtracts other vector from this one.
// Returns the pointer to this updated vector.
func (v *Vector2) Sub(other *Vector2) *Vector2 {
v.X -= other.X
v.Y -= other.Y
return v
}
// SubScalar subtracts scalar s from each component of this vector.
// Returns the pointer to this updated vector.
func (v *Vector2) SubScalar(s float32) *Vector2 {
v.X -= s
v.Y -= s
return v
}
// SubVectors sets this vector to a - b.
// Returns the pointer to this updated vector.
func (v *Vector2) SubVectors(a, b *Vector2) *Vector2 {
v.X = a.X - b.X
v.Y = a.Y - b.Y
return v
}
// Multiply multiplies each component of this vector by the corresponding one from other vector.
// Returns the pointer to this updated vector.
func (v *Vector2) Multiply(other *Vector2) *Vector2 {
v.X *= other.X
v.Y *= other.Y
return v
}
// MultiplyScalar multiplies each component of this vector by the scalar s.
// Returns the pointer to this updated vector.
func (v *Vector2) MultiplyScalar(s float32) *Vector2 {
v.X *= s
v.Y *= s
return v
}
// Divide divides each component of this vector by the corresponding one from other vector.
// Returns the pointer to this updated vector
func (v *Vector2) Divide(other *Vector2) *Vector2 {
v.X /= other.X
v.Y /= other.Y
return v
}
// DivideScalar divides each component of this vector by the scalar s.
// If scalar is zero, sets this vector to zero.
// Returns the pointer to this updated vector.
func (v *Vector2) DivideScalar(scalar float32) *Vector2 {
if scalar != 0 {
invScalar := 1 / scalar
v.X *= invScalar
v.Y *= invScalar
} else {
v.X = 0
v.Y = 0
}
return v
}
// Min sets this vector components to the minimum values of itself and other vector.
// Returns the pointer to this updated vector.
func (v *Vector2) Min(other *Vector2) *Vector2 {
if v.X > other.X {
v.X = other.X
}
if v.Y > other.Y {
v.Y = other.Y
}
return v
}
// Max sets this vector components to the maximum value of itself and other vector.
// Returns the pointer to this updated vector.
func (v *Vector2) Max(other *Vector2) *Vector2 {
if v.X < other.X {
v.X = other.X
}
if v.Y < other.Y {
v.Y = other.Y
}
return v
}
// Clamp sets this vector components to be no less than the corresponding components of min
// and not greater than the corresponding components of max.
// Assumes min < max, if this assumption isn't true it will not operate correctly.
// Returns the pointer to this updated vector.
func (v *Vector2) Clamp(min, max *Vector2) *Vector2 {
if v.X < min.X {
v.X = min.X
} else if v.X > max.X {
v.X = max.X
}
if v.Y < min.Y {
v.Y = min.Y
} else if v.Y > max.Y {
v.Y = max.Y
}
return v
}
// ClampScalar sets this vector components to be no less than minVal and not greater than maxVal.
// Returns the pointer to this updated vector.
func (v *Vector2) ClampScalar(minVal, maxVal float32) *Vector2 {
if v.X < minVal {
v.X = minVal
} else if v.X > maxVal {
v.X = maxVal
}
if v.Y < minVal {
v.Y = minVal
} else if v.Y > maxVal {
v.Y = maxVal
}
return v
}
// Floor applies math32.Floor() to each of this vector's components.
// Returns the pointer to this updated vector.
func (v *Vector2) Floor() *Vector2 {
v.X = Floor(v.X)
v.Y = Floor(v.Y)
return v
}
// Ceil applies math32.Ceil() to each of this vector's components.
// Returns the pointer to this updated vector.
func (v *Vector2) Ceil() *Vector2 {
v.X = Ceil(v.X)
v.Y = Ceil(v.Y)
return v
}
// Round rounds each of this vector's components.
// Returns the pointer to this updated vector.
func (v *Vector2) Round() *Vector2 {
v.X = Floor(v.X + 0.5)
v.Y = Floor(v.Y + 0.5)
return v
}
// Negate negates each of this vector's components.
// Returns the pointer to this updated vector.
func (v *Vector2) Negate() *Vector2 {
v.X = -v.X
v.Y = -v.Y
return v
}
// Dot returns the dot product of this vector with other.
// None of the vectors are changed.
func (v *Vector2) Dot(other *Vector2) float32 {
return v.X*other.X + v.Y*other.Y
}
// LengthSq returns the length squared of this vector.
// LengthSq can be used to compare vectors' lengths without the need to perform a square root.
func (v *Vector2) LengthSq() float32 {
return v.X*v.X + v.Y*v.Y
}
// Length returns the length of this vector.
func (v *Vector2) Length() float32 {
return Sqrt(v.X*v.X + v.Y*v.Y)
}
// Normalize normalizes this vector so its length will be 1.
// Returns the pointer to this updated vector.
func (v *Vector2) Normalize() *Vector2 {
return v.DivideScalar(v.Length())
}
// DistanceTo returns the distance of this point to other.
func (v *Vector2) DistanceTo(other *Vector2) float32 {
return Sqrt(v.DistanceToSquared(other))
}
// DistanceToSquared returns the distance squared of this point to other.
func (v *Vector2) DistanceToSquared(other *Vector2) float32 {
dx := v.X - other.X
dy := v.Y - other.Y
return dx*dx + dy*dy
}
// SetLength sets this vector to have the specified length.
// Returns the pointer to this updated vector.
func (v *Vector2) SetLength(l float32) *Vector2 {
oldLength := v.Length()
if oldLength != 0 && l != oldLength {
v.MultiplyScalar(l / oldLength)
}
return v
}
// Lerp sets each of this vector's components to the linear interpolated value of
// alpha between ifself and the corresponding other component.
// Returns the pointer to this updated vector.
func (v *Vector2) Lerp(other *Vector2, alpha float32) *Vector2 {
v.X += (other.X - v.X) * alpha
v.Y += (other.Y - v.Y) * alpha
return v
}
// Equals returns if this vector is equal to other.
func (v *Vector2) Equals(other *Vector2) bool {
return (other.X == v.X) && (other.Y == v.Y)
}
// FromArray sets this vector's components from the specified array and offset
// Returns the pointer to this updated vector.
func (v *Vector2) FromArray(array []float32, offset int) *Vector2 {
v.X = array[offset]
v.Y = array[offset+1]
return v
}
// ToArray copies this vector's components to array starting at offset.
// Returns the array.
func (v *Vector2) ToArray(array []float32, offset int) []float32 {
array[offset] = v.X
array[offset+1] = v.Y
return array
}
// InTriangle returns whether the vector is inside the specified triangle.
func (v *Vector2) InTriangle(p0, p1, p2 *Vector2) bool {
A := 0.5 * (-p1.Y*p2.X + p0.Y*(-p1.X+p2.X) + p0.X*(p1.Y-p2.Y) + p1.X*p2.Y)
sign := float32(1)
if A < 0 {
sign = float32(-1)
}
s := (p0.Y*p2.X - p0.X*p2.Y + (p2.Y-p0.Y)*v.X + (p0.X-p2.X)*v.Y) * sign
t := (p0.X*p1.Y - p0.Y*p1.X + (p0.Y-p1.Y)*v.X + (p1.X-p0.X)*v.Y) * sign
return s >= 0 && t >= 0 && (s+t) < 2*A*sign
}
// AlmostEquals returns whether the vector is almost equal to another vector within the specified tolerance.
func (v *Vector2) AlmostEquals(other *Vector2, tolerance float32) bool {
if (Abs(v.X-other.X) < tolerance) &&
(Abs(v.Y-other.Y) < tolerance) {
return true
}
return false
}
// AngleTo returns the angle between this vector and other
func (v *Vector2) AngleTo(other *Vector2) float32 {
theta := v.Dot(other) / (v.Length() * other.Length())
// clamp, to handle numerical problems
return Acos(Clamp(theta, -1, 1))
}