-
Notifications
You must be signed in to change notification settings - Fork 4
/
vector.go
853 lines (739 loc) · 25.8 KB
/
vector.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
package glm
import (
"fmt"
"github.com/EngoEngine/math"
)
// Vec2 is the representation of a vector with 2 components.
type Vec2 [2]float32
// Vec3 is the representation of a vector with 3 components.
type Vec3 [3]float32
// Vec4 is the representation of a vector with 4 components.
type Vec4 [4]float32
// String returns a pretty string for this vector. eg.
// {-1.00000, 0.00000}
func (v1 *Vec2) String() string {
ret := "{"
for n := 0; n < len(v1); n++ {
if v1[n] >= 0 {
ret += " "
}
ret += fmt.Sprintf("%.6f", v1[n])
if n < len(v1)-1 {
ret += ", "
}
}
return ret + "}"
}
// String returns a pretty string for this vector. eg.
// {-1.00000, 0.00000, 0.00000}
func (v1 *Vec3) String() string {
ret := "{"
for n := 0; n < len(v1); n++ {
if v1[n] >= 0 {
ret += " "
}
ret += fmt.Sprintf("%.6f", v1[n])
if n < len(v1)-1 {
ret += ", "
}
}
return ret + "}"
}
// String returns a pretty string for this vector. eg.
// {-1.00000, 0.00000, 0.00000, 0.00000}
func (v1 *Vec4) String() string {
ret := "{"
for n := 0; n < len(v1); n++ {
if v1[n] >= 0 {
ret += " "
}
ret += fmt.Sprintf("%.6f", v1[n])
if n < len(v1)-1 {
ret += ", "
}
}
return ret + "}"
}
// Vec3 return a Vec3 from this Vec2 with {z}. Similar to GLSL
// vec3(v2, z);
func (v1 *Vec2) Vec3(z float32) Vec3 {
return Vec3{v1[0], v1[1], z}
}
// Vec4 return a Vec4 from this Vec2 with {z,w}. Similar to GLSL
// vec4(v2, z, w);
func (v1 *Vec2) Vec4(z, w float32) Vec4 {
return Vec4{v1[0], v1[1], z, w}
}
// Vec2 return a Vec2 from the first 2 components of this Vec3. Similar to GLSL
// vec2(v3);
func (v1 *Vec3) Vec2() Vec2 {
return Vec2{v1[0], v1[1]}
}
// Vec4 return a Vec4 from this Vec3 with {w}. Similar to GLSL
// vec4(v3, w);
func (v1 *Vec3) Vec4(w float32) Vec4 {
return Vec4{v1[0], v1[1], v1[2], w}
}
// Vec2 return a Vec2 from the first 2 components of this Vec4. Similar to GLSL
// vec2(v4);
func (v1 *Vec4) Vec2() Vec2 {
return Vec2{v1[0], v1[1]}
}
// Vec3 return a Vec3 from the first 3 components of this Vec4. Similar to GLSL
// vec3(v4);
func (v1 *Vec4) Vec3() Vec3 {
return Vec3{v1[0], v1[1], v1[2]}
}
// Elem extracts the elements of the vector for direct value assignment.
func (v1 Vec2) Elem() (x, y float32) {
return v1[0], v1[1]
}
// Elem extracts the elements of the vector for direct value assignment.
func (v1 Vec3) Elem() (x, y, z float32) {
return v1[0], v1[1], v1[2]
}
// Elem extracts the elements of the vector for direct value assignment.
func (v1 Vec4) Elem() (x, y, z, w float32) {
return v1[0], v1[1], v1[2], v1[3]
}
// Perp returns the vector perpendicular to v1
func (v1 *Vec2) Perp() Vec2 {
return Vec2{-v1[1], v1[0]}
}
// SetPerp sets this vector to its perpendicular
func (v1 *Vec2) SetPerp() {
v1[0], v1[1] = -v1[1], v1[0]
}
// Cross computes the pseudo 2D cross product, Dot(Perp(u), v)
func (v1 *Vec2) Cross(v2 *Vec2) float32 {
return v1[0]*v2[1] - v1[1]*v2[0]
}
// Cross is an operation only defined on 3D vectors, commonly referred to as
// "the cross product". It is equivalent to
// Vec3{v1[1]*v2[2]-v1[2]*v2[1], v1[2]*v2[0]-v1[0]*v2[2], v1[0]*v2[1] - v1[1]*v2[0]}.
// Another interpretation is that it's the vector whose magnitude is
// |v1||v2|sin(theta) where theta is the angle between v1 and v2.
//
// The cross product is most often used for finding surface normals. The cross
// product of vectors will generate a vector that is perpendicular to the plane
// they form.
//
// Technically, a generalized cross product exists as an "(N-1)ary" operation
// (that is, the 4D cross product requires 3 4D vectors). But the binary
// 3D (and 7D) cross product is the most important. It can be considered
// the area of a parallelogram with sides v1 and v2.
//
// Like the dot product, the cross product is roughly a measure of
// directionality. Two normalized perpendicular vectors will return a vector
// with a magnitude of 1.0 or -1.0 and two parallel vectors will return a vector
// with magnitude 0.0. The cross product is "anticommutative" meaning
// v1.Cross(v2) = -v2.Cross(v1), this property can be useful to know when
// finding normals, as taking the wrong cross product can lead to the opposite
// normal of the one you want.
//
// https://en.wikipedia.org/wiki/Cross_product
func (v1 *Vec3) Cross(v2 *Vec3) Vec3 {
return Vec3{v1[1]*v2[2] - v1[2]*v2[1], v1[2]*v2[0] - v1[0]*v2[2], v1[0]*v2[1] - v1[1]*v2[0]}
}
// CrossOf is the same as Cross but with destination vector. v1 = v2 X v3.
func (v1 *Vec3) CrossOf(v2, v3 *Vec3) {
v1[0] = v2[1]*v3[2] - v2[2]*v3[1]
v1[1] = v2[2]*v3[0] - v2[0]*v3[2]
v1[2] = v2[0]*v3[1] - v2[1]*v3[0]
}
// CrossWith is the same as cross except it stores the result in v1.
func (v1 *Vec3) CrossWith(v2 *Vec3) {
vx, vy, vz := v1[0], v1[1], v1[2]
v1[0] = vy*v2[2] - vz*v2[1]
v1[1] = vz*v2[0] - vx*v2[2]
v1[2] = vx*v2[1] - vy*v2[0]
}
// ScalarTripleProduct returns Dot(v1, Cross(v2,v3)), its also called the box or
// mixed product.
//
// https://en.wikipedia.org/wiki/Triple_product
func ScalarTripleProduct(v0, v1, v2 *Vec3) float32 {
return v0[0]*(v1[1]*v2[2]-v1[2]*v2[1]) +
v0[1]*(v1[2]*v2[0]-v1[0]*v2[2]) +
v0[2]*(v1[0]*v2[1]-v1[1]*v2[0])
}
// Add is equivalent to v3 := v1+v2
func (v1 *Vec2) Add(v2 *Vec2) Vec2 {
return Vec2{v1[0] + v2[0], v1[1] + v2[1]}
}
// AddOf is equivalent to v1 = v2+v3
func (v1 *Vec2) AddOf(v2, v3 *Vec2) {
v1[0], v1[1] = v2[0]+v3[0], v2[1]+v3[1]
}
// AddWith is equivalent to v1+=v2
func (v1 *Vec2) AddWith(v2 *Vec2) {
v1[0] += v2[0]
v1[1] += v2[1]
}
// AddScaledVec is a shortcut for v1 += c*v2
func (v1 *Vec2) AddScaledVec(c float32, v2 *Vec2) {
v1[0] += c * v2[0]
v1[1] += c * v2[1]
}
// Sub is equivalent to v3 := v1-v2
func (v1 *Vec2) Sub(v2 *Vec2) Vec2 {
return Vec2{v1[0] - v2[0], v1[1] - v2[1]}
}
// SubOf is equivalent to v1 = v2-v3
func (v1 *Vec2) SubOf(v2, v3 *Vec2) {
v1[0], v1[1] = v2[0]-v3[0], v2[1]-v3[1]
}
// SubWith is equivalent to v1-=v2
func (v1 *Vec2) SubWith(v2 *Vec2) {
v1[0] -= v2[0]
v1[1] -= v2[1]
}
// Mul is equivalent to v3 := c*v1
func (v1 *Vec2) Mul(c float32) Vec2 {
return Vec2{v1[0] * c, v1[1] * c}
}
// MulOf is equivalent to v1 = c*v2
func (v1 *Vec2) MulOf(c float32, v2 *Vec2) {
v1[0], v1[1] = c*v2[0], c*v2[1]
}
// MulWith is equivalent to v1*=c
func (v1 *Vec2) MulWith(c float32) {
v1[0] *= c
v1[1] *= c
}
// ComponentProduct returns {v1[0]*v2[0],v1[1]*v2[1], ... v1[n]*v2[n]}. It's
// equivalent to v3 := v1 * v2
func (v1 *Vec2) ComponentProduct(v2 *Vec2) Vec2 {
return Vec2{v1[0] * v2[0], v1[1] * v2[1]}
}
// ComponentProductOf is equivalent to v1 = v2*v3
func (v1 *Vec2) ComponentProductOf(v2, v3 *Vec2) {
v1[0] = v2[0] * v3[0]
v1[1] = v2[1] * v3[1]
}
// ComponentProductWith is equivalent to v1 = v1*v2
func (v1 *Vec2) ComponentProductWith(v2 *Vec2) {
v1[0] = v1[0] * v2[0]
v1[1] = v1[1] * v2[1]
}
// Dot returns the dot product of this vector with another. There are multiple
// ways to describe this value. One is the multiplication of their lengths and
// cos(theta) where theta is the angle between the vectors:
// v1.v2 = |v1||v2|cos(theta).
//
// The other (and what is actually done) is the sum of the element-wise
// multiplication of all elements. So for instance, two Vec3s would yield
// v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2].
//
// This means that the dot product of a vector and itself is the square of its
// Len (within the bounds of floating points error).
//
// The dot product is roughly a measure of how closely two vectors are to
// pointing in the same direction. If both vectors are normalized, the value
// will be -1 for opposite pointing, one for same pointing, and 0 for
// perpendicular vectors.
func (v1 *Vec2) Dot(v2 *Vec2) float32 {
return v1[0]*v2[0] + v1[1]*v2[1]
}
// Len returns the vector's length. Note that this is NOT the dimension of
// the vector (len(v)), but the mathematical length. This is equivalent to the
// square root of the sum of the squares of all elements. E.G. for a Vec2 it's
// math.Hypot(v[0], v[1]).
func (v1 *Vec2) Len() float32 {
return math.Hypot(v1[0], v1[1])
}
// Len2 returns the square of the length, this function is used when optimising
// out the sqrt operation.
func (v1 *Vec2) Len2() float32 {
return v1[0]*v1[0] + v1[1]*v1[1]
}
// Invert changes the sign of every component of this vector.
func (v1 *Vec2) Invert() {
v1[0] = -v1[0]
v1[1] = -v1[1]
}
// Inverse return a new vector with invert sign for every component
func (v1 *Vec2) Inverse() Vec2 {
return Vec2{-v1[0], -v1[1]}
}
// Zero sets this vector to all zero components.
func (v1 *Vec2) Zero() {
v1[0], v1[1] = 0, 0
}
// Normalized normalizes the vector. Normalization is (1/|v|)*v,
// making this equivalent to v.Scale(1/v.Len()). If the len is 0.0,
// this function will return an infinite value for all elements due
// to how floating point division works in Go (n/0.0 = math.Inf(Sign(n))).
//
// Normalization makes a vector's Len become 1.0 (within the margin of floating
// point error),
// while maintaining its directionality.
//
// (Can be seen here: http://play.golang.org/p/Aaj7SnbqIp )
func (v1 *Vec2) Normalized() Vec2 {
l := 1.0 / v1.Len()
return Vec2{v1[0] * l, v1[1] * l}
}
// Normalize is the same as Normalize but doesn't return a new vector.
func (v1 *Vec2) Normalize() {
l := 1.0 / v1.Len()
v1[0] *= l
v1[1] *= l
}
// NormalizeVec2 normalizes given vector. shortcut for when you don't want to
// use pointers.
func NormalizeVec2(v Vec2) Vec2 {
l := 1.0 / v.Len()
v[0] *= l
v[1] *= l
return v
}
// Equal takes in a vector and does an element-wise
// approximate float comparison as if FloatEqual had been used
func (v1 *Vec2) Equal(v2 *Vec2) bool {
return FloatEqual(v1[0], v2[0]) && FloatEqual(v1[1], v2[1])
}
// EqualThreshold takes in a threshold for comparing two floats, and uses
// it to do an element-wise comparison of the vector to another.
func (v1 *Vec2) EqualThreshold(v2 *Vec2, threshold float32) bool {
return FloatEqualThreshold(v1[0], v2[0], threshold) && FloatEqualThreshold(v1[1], v2[1], threshold)
}
// X is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec2) X() float32 {
return v1[0]
}
// Y is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec2) Y() float32 {
return v1[1]
}
// OuterProd2 does the vector outer product
// of two vectors. The outer product produces an
// 2x2 matrix. E.G. a Vec2 * Vec2 = Mat2.
//
// The outer product can be thought of as the "opposite"
// of the Dot product. The Dot product treats both vectors like matrices
// oriented such that the left one has N columns and the right has N rows.
// So Vec3.Vec3 = Mat1x3*Mat3x1 = Mat1 = Scalar.
//
// The outer product orients it so they're facing "outward": Vec2*Vec3
// = Mat2x1*Mat1x3 = Mat2x3.
func (v1 *Vec2) OuterProd2(v2 *Vec2) Mat2 {
return Mat2{v1[0] * v2[0], v1[1] * v2[0], v1[0] * v2[1], v1[1] * v2[1]}
}
// Add is equivalent to v3 := v1+v2
func (v1 *Vec3) Add(v2 *Vec3) Vec3 {
return Vec3{v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]}
}
// AddOf is equivalent to v1 = v2+v3
func (v1 *Vec3) AddOf(v2, v3 *Vec3) {
v1[0] = v2[0] + v3[0]
v1[1] = v2[1] + v3[1]
v1[2] = v2[2] + v3[2]
}
// AddWith is equivalent to v1+=v2
func (v1 *Vec3) AddWith(v2 *Vec3) {
v1[0] += v2[0]
v1[1] += v2[1]
v1[2] += v2[2]
}
// AddScaledVec is a shortcut for v1 += c*v2
func (v1 *Vec3) AddScaledVec(c float32, v2 *Vec3) {
v1[0] += c * v2[0]
v1[1] += c * v2[1]
v1[2] += c * v2[2]
}
// Sub is equivalent to v3 := v1-v2
func (v1 *Vec3) Sub(v2 *Vec3) Vec3 {
return Vec3{v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]}
}
// SubOf is equivalent to v1 = v2-v3
func (v1 *Vec3) SubOf(v2, v3 *Vec3) {
v1[0], v1[1], v1[2] = v2[0]-v3[0], v2[1]-v3[1], v2[2]-v3[2]
}
// SubWith is equivalent to v1-=v2
func (v1 *Vec3) SubWith(v2 *Vec3) {
v1[0] -= v2[0]
v1[1] -= v2[1]
v1[2] -= v2[2]
}
// Mul is equivalent to v3 := c*v1
func (v1 *Vec3) Mul(c float32) Vec3 {
return Vec3{v1[0] * c, v1[1] * c, v1[2] * c}
}
// MulOf is equivalent to v1 = c*v2
func (v1 *Vec3) MulOf(c float32, v2 *Vec3) {
v1[0] = c * v2[0]
v1[1] = c * v2[1]
v1[2] = c * v2[2]
}
// MulWith is equivalent to v1*=c
func (v1 *Vec3) MulWith(c float32) {
v1[0] *= c
v1[1] *= c
v1[2] *= c
}
// ComponentProduct returns {v1[0]*v2[0],v1[1]*v2[1], ... v1[n]*v2[n]}. It's
// equivalent to v3 := v1 * v2
func (v1 *Vec3) ComponentProduct(v2 *Vec3) Vec3 {
return Vec3{v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]}
}
// ComponentProductOf is equivalent to v1 = v2*v3
func (v1 *Vec3) ComponentProductOf(v2, v3 *Vec3) {
v1[0] = v2[0] * v3[0]
v1[1] = v2[1] * v3[1]
v1[2] = v2[2] * v3[2]
}
// ComponentProductWith is equivalent to v1 = v1*v2
func (v1 *Vec3) ComponentProductWith(v2 *Vec3) {
v1[0] = v1[0] * v2[0]
v1[1] = v1[1] * v2[1]
v1[2] = v1[2] * v2[2]
}
// Dot returns the dot product of this vector with another. There are multiple
// ways to describe this value. One is the multiplication of their lengths and
// cos(theta) where theta is the angle between the vectors: v1.v2 = |v1||v2|cos(theta).
//
// The other (and what is actually done) is the sum of the element-wise
// multiplication of all elements. So for instance, two Vec3s would yield
// v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2].
//
// This means that the dot product of a vector and itself is the square of its
// Len (within the bounds of floating points error).
//
// The dot product is roughly a measure of how closely two vectors are to
// pointing in the same direction. If both vectors are normalized, the value
// will be -1 for opposite pointing, one for same pointing, and 0 for
// perpendicular vectors.
func (v1 *Vec3) Dot(v2 *Vec3) float32 {
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]
}
// Len returns the vector's length. Note that this is NOT the dimension of
// the vector (len(v)), but the mathematical length. This is equivalent to the
// square root of the sum of the squares of all elements. E.G. for a Vec2 it's
// math.Hypot(v[0], v[1]).
func (v1 *Vec3) Len() float32 {
return math.Sqrt(v1[0]*v1[0] + v1[1]*v1[1] + v1[2]*v1[2])
}
// Len2 returns the square of the length, this function is used when optimising
// out the sqrt operation.
func (v1 *Vec3) Len2() float32 {
return v1[0]*v1[0] + v1[1]*v1[1] + v1[2]*v1[2]
}
// Invert changes the sign of every component of this vector.
func (v1 *Vec3) Invert() {
v1[0] = -v1[0]
v1[1] = -v1[1]
v1[2] = -v1[2]
}
// Inverse return a new vector with invert sign for every component
func (v1 *Vec3) Inverse() Vec3 {
return Vec3{-v1[0], -v1[1], -v1[2]}
}
// Zero sets this vector to all zero components.
func (v1 *Vec3) Zero() {
v1[0], v1[1], v1[2] = 0, 0, 0
}
// Normalized normalizes the vector. Normalization is (1/|v|)*v,
// making this equivalent to v.Scale(1/v.Len()). If the len is 0.0,
// this function will return an infinite value for all elements due
// to how floating point division works in Go (n/0.0 = math.Inf(Sign(n))).
//
// Normalization makes a vector's Len become 1.0 (within the margin of floating
// point error), while maintaining its directionality.
//
// (Can be seen here: http://play.golang.org/p/Aaj7SnbqIp )
func (v1 *Vec3) Normalized() Vec3 {
l := 1.0 / v1.Len()
return Vec3{v1[0] * l, v1[1] * l, v1[2] * l}
}
// Normalize is the same as Normalize but doesn't return a new vector.
func (v1 *Vec3) Normalize() {
l := 1.0 / v1.Len()
v1[0] *= l
v1[1] *= l
v1[2] *= l
}
// NormalizeVec3 normalizes given vector. shortcut for when you don't want to
// use pointers.
func NormalizeVec3(v Vec3) Vec3 {
l := 1.0 / v.Len()
v[0] *= l
v[1] *= l
v[2] *= l
return v
}
// Equal takes in a vector and does an element-wise
// approximate float comparison as if FloatEqual had been used
func (v1 *Vec3) Equal(v2 *Vec3) bool {
return FloatEqual(v1[0], v2[0]) && FloatEqual(v1[1], v2[1]) && FloatEqual(v1[2], v2[2])
}
// EqualThreshold takes in a threshold for comparing two floats, and uses
// it to do an element-wise comparison of the vector to another.
func (v1 *Vec3) EqualThreshold(v2 *Vec3, threshold float32) bool {
return FloatEqualThreshold(v1[0], v2[0], threshold) && FloatEqualThreshold(v1[1], v2[1], threshold) && FloatEqualThreshold(v1[2], v2[2], threshold)
}
// X is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec3) X() float32 {
return v1[0]
}
// Y is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec3) Y() float32 {
return v1[1]
}
// Z is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec3) Z() float32 {
return v1[2]
}
// OuterProd3 does the vector outer product
// of two vectors. The outer product produces an
// 3x3 matrix. E.G. a Vec3 * Vec3 = Mat3.
//
// The outer product can be thought of as the "opposite"
// of the Dot product. The Dot product treats both vectors like matrices
// oriented such that the left one has N columns and the right has N rows.
// So Vec3.Vec3 = Mat1x3*Mat3x1 = Mat1 = Scalar.
//
// The outer product orients it so they're facing "outward": Vec2*Vec3
// = Mat2x1*Mat1x3 = Mat2x3.
func (v1 *Vec3) OuterProd3(v2 *Vec3) Mat3 {
return Mat3{v1[0] * v2[0], v1[1] * v2[0], v1[2] * v2[0], v1[0] * v2[1], v1[1] * v2[1], v1[2] * v2[1], v1[0] * v2[2], v1[1] * v2[2], v1[2] * v2[2]}
}
// Add is equivalent to v3 := v1+v2
func (v1 *Vec4) Add(v2 *Vec4) Vec4 {
return Vec4{v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2], v1[3] + v2[3]}
}
// AddOf is equivalent to v1 = v2+v3
func (v1 *Vec4) AddOf(v2, v3 *Vec4) {
v1[0] = v2[0] + v3[0]
v1[1] = v2[1] + v3[1]
v1[2] = v2[2] + v3[2]
v1[3] = v2[3] + v3[3]
}
// AddWith is equivalent to v1+=v2
func (v1 *Vec4) AddWith(v2 *Vec4) {
v1[0] += v2[0]
v1[1] += v2[1]
v1[2] += v2[2]
v1[3] += v2[3]
}
// AddScaledVec is a shortcut for v1 += c*v2
func (v1 *Vec4) AddScaledVec(c float32, v2 *Vec4) {
v1[0] += c * v2[0]
v1[1] += c * v2[1]
v1[2] += c * v2[2]
v1[3] += c * v2[3]
}
// Sub is equivalent to v3 := v1-v2
func (v1 *Vec4) Sub(v2 *Vec4) Vec4 {
return Vec4{v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2], v1[3] - v2[3]}
}
// SubOf is equivalent to v1 = v2-v3
func (v1 *Vec4) SubOf(v2, v3 *Vec4) {
v1[0], v1[1], v1[2], v1[3] = v2[0]-v3[0], v2[1]-v3[1], v2[2]-v3[2], v2[3]-v3[3]
}
// SubWith is equivalent to v1-=v2
func (v1 *Vec4) SubWith(v2 *Vec4) {
v1[0] -= v2[0]
v1[1] -= v2[1]
v1[2] -= v2[2]
v1[3] -= v2[3]
}
// Mul is equivalent to v3 := c*v1
func (v1 *Vec4) Mul(c float32) Vec4 {
return Vec4{v1[0] * c, v1[1] * c, v1[2] * c, v1[3] * c}
}
// MulOf is equivalent to v1 = c*v2
func (v1 *Vec4) MulOf(c float32, v2 *Vec4) {
v1[0], v1[1], v1[2], v1[3] = c*v2[0], c*v2[1], c*v2[2], c*v2[3]
}
// MulWith is equivalent to v1*=c
func (v1 *Vec4) MulWith(c float32) {
v1[0] *= c
v1[1] *= c
v1[2] *= c
v1[3] *= c
}
// ComponentProduct returns {v1[0]*v2[0],v1[1]*v2[1], ... v1[n]*v2[n]}. It's
// equivalent to v3 := v1 * v2
func (v1 *Vec4) ComponentProduct(v2 *Vec4) Vec4 {
return Vec4{v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2], v1[3] * v2[3]}
}
// ComponentProductOf is equivalent to v1 = v2*v3
func (v1 *Vec4) ComponentProductOf(v2, v3 *Vec4) {
v1[0] = v2[0] * v3[0]
v1[1] = v2[1] * v3[1]
v1[2] = v2[2] * v3[2]
v1[3] = v2[3] * v3[3]
}
// ComponentProductWith is equivalent to v1 = v1*v2
func (v1 *Vec4) ComponentProductWith(v2 *Vec4) {
v1[0] = v1[0] * v2[0]
v1[1] = v1[1] * v2[1]
v1[2] = v1[2] * v2[2]
v1[3] = v1[3] * v2[3]
}
// Dot returns the dot product of this vector with another. There are multiple
// ways to describe this value. One is the multiplication of their lengths and
// cos(theta) where theta is the angle between the vectors: v1.v2 = |v1||v2|cos(theta).
//
// The other (and what is actually done) is the sum of the element-wise
// multiplication of all elements. So for instance, two Vec3s would yield
// v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2].
//
// This means that the dot product of a vector and itself is the square of its
// Len (within the bounds of floating points error).
//
// The dot product is roughly a measure of how closely two vectors are to
// pointing in the same direction. If both vectors are normalized, the value
// will be -1 for opposite pointing, one for same pointing, and 0 for
// perpendicular vectors.
func (v1 *Vec4) Dot(v2 *Vec4) float32 {
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2] + v1[3]*v2[3]
}
// Len returns the vector's length. Note that this is NOT the dimension of
// the vector (len(v)), but the mathematical length. This is equivalent to the
// square root of the sum of the squares of all elements. E.G. for a Vec2 it's
// math.Hypot(v[0], v[1]).
func (v1 *Vec4) Len() float32 {
return math.Sqrt(v1[0]*v1[0] + v1[1]*v1[1] + v1[2]*v1[2] + v1[3]*v1[3])
}
// Len2 returns the square of the length, this function is used when optimising
// out the sqrt operation.
func (v1 *Vec4) Len2() float32 {
return v1[0]*v1[0] + v1[1]*v1[1] + v1[2]*v1[2] + v1[3]*v1[3]
}
// Invert changes the sign of every component of this vector.
func (v1 *Vec4) Invert() {
v1[0] = -v1[0]
v1[1] = -v1[1]
v1[2] = -v1[2]
v1[3] = -v1[3]
}
// Inverse return a new vector with invert sign for every component
func (v1 *Vec4) Inverse() Vec4 {
return Vec4{-v1[0], -v1[1], -v1[2], -v1[3]}
}
// Zero sets this vector to all zero components.
func (v1 *Vec4) Zero() {
v1[0], v1[1], v1[2], v1[3] = 0, 0, 0, 0
}
// Normalized normalizes the vector. Normalization is (1/|v|)*v,
// making this equivalent to v.Scale(1/v.Len()). If the len is 0.0,
// this function will return an infinite value for all elements due
// to how floating point division works in Go (n/0.0 = math.Inf(Sign(n))).
//
// Normalization makes a vector's Len become 1.0 (within the margin of floating
// point error), while maintaining its directionality.
//
// (Can be seen here: http://play.golang.org/p/Aaj7SnbqIp )
func (v1 *Vec4) Normalized() Vec4 {
l := 1.0 / v1.Len()
return Vec4{v1[0] * l, v1[1] * l, v1[2] * l, v1[3] * l}
}
// Normalize is the same as Normalize but doesn't return a new vector.
func (v1 *Vec4) Normalize() {
l := 1.0 / v1.Len()
v1[0] *= l
v1[1] *= l
v1[2] *= l
v1[3] *= l
}
// NormalizeVec4 normalizes given vector. shortcut for when you don't want to
// use pointers.
func NormalizeVec4(v Vec4) Vec4 {
l := 1.0 / v.Len()
v[0] *= l
v[1] *= l
v[2] *= l
v[3] *= l
return v
}
// Equal takes in a vector and does an element-wise
// approximate float comparison as if FloatEqual had been used
func (v1 *Vec4) Equal(v2 *Vec4) bool {
return FloatEqual(v1[0], v2[0]) && FloatEqual(v1[1], v2[1]) && FloatEqual(v1[2], v2[2]) && FloatEqual(v1[3], v2[3])
}
// EqualThreshold takes in a threshold for comparing two floats, and uses
// it to do an element-wise comparison of the vector to another.
func (v1 *Vec4) EqualThreshold(v2 *Vec4, threshold float32) bool {
return FloatEqualThreshold(v1[0], v2[0], threshold) && FloatEqualThreshold(v1[1], v2[1], threshold) && FloatEqualThreshold(v1[2], v2[2], threshold) && FloatEqualThreshold(v1[3], v2[3], threshold)
}
// X is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec4) X() float32 {
return v1[0]
}
// Y is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec4) Y() float32 {
return v1[1]
}
// Z is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec4) Z() float32 {
return v1[2]
}
// W is an element access func, it is equivalent to v[n] where
// n is some valid index. The mappings are XYZW (X=0, Y=1 etc). Benchmarks
// show that this is more or less as fast as direct acces, probably due to
// inlining, so use v[0] or v.X() depending on personal preference.
func (v1 Vec4) W() float32 {
return v1[3]
}
// SetNormalizeOf sets this vector as v2 normalized. v1 = normalize(v2).
func (v1 *Vec2) SetNormalizeOf(v2 *Vec2) {
l := 1.0 / v2.Len()
v1[0] = l * v2[0]
v1[1] = l * v2[1]
}
// SetNormalizeOf sets this vector as v2 normalized. v1 = normalize(v2).
func (v1 *Vec3) SetNormalizeOf(v2 *Vec3) {
l := 1.0 / v2.Len()
v1[0] = l * v2[0]
v1[1] = l * v2[1]
v1[2] = l * v2[2]
}
// SetNormalizeOf sets this vector as v2 normalized. v1 = normalize(v2).
func (v1 *Vec4) SetNormalizeOf(v2 *Vec4) {
l := 1.0 / v2.Len()
v1[0] = l * v2[0]
v1[1] = l * v2[1]
v1[2] = l * v2[2]
v1[3] = l * v2[3]
}
// Dotf is the same as Dot but takes 2 float32 as input instead (API convinience
// function)
func (v1 *Vec2) Dotf(x, y float32) float32 {
return v1[0]*x + v1[1]*y
}
// Dotf is the same as Dot but takes 3 float32 as input instead (API convinience
// function)
func (v1 *Vec3) Dotf(x, y, z float32) float32 {
return v1[0]*x + v1[1]*y + v1[2]*z
}
// Dotf is the same as Dot but takes 4 float32 as input instead (API convinience
// function)
func (v1 *Vec4) Dotf(x, y, z, w float32) float32 {
return v1[0]*x + v1[1]*y + v1[2]*z + v1[3]*w
}