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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
- type Vector2 struct {
- X float32
- Y float32
- }
- func NewVector2(x, y float32) *Vector2 {
- return &Vector2{X: x, Y: y}
- }
- func (this *Vector2) Set(x, y float32) *Vector2 {
- this.X = x
- this.Y = y
- return this
- }
- func (this *Vector2) SetX(x float32) *Vector2 {
- this.X = x
- return this
- }
- func (this *Vector2) SetY(y float32) *Vector2 {
- this.Y = y
- return this
- }
- func (this *Vector2) SetComponent(index int, value float32) {
- switch index {
- case 0:
- this.X = value
- case 1:
- this.Y = value
- default:
- panic("index is out of range")
- }
- }
- func (this *Vector2) GetComponent(index int) float32 {
- switch index {
- case 0:
- return this.X
- case 1:
- return this.Y
- default:
- panic("index is out of range: ")
- }
- }
- func (this *Vector2) Copy(v *Vector2) *Vector2 {
- this.X = v.X
- this.Y = v.Y
- return this
- }
- func (this *Vector2) Add(v *Vector2) *Vector2 {
- this.X += v.X
- this.Y += v.Y
- return this
- }
- func (this *Vector2) AddScalar(s float32) *Vector2 {
- this.X += s
- this.Y += s
- return this
- }
- func (this *Vector2) AddVectors(a, b *Vector2) *Vector2 {
- this.X = a.X + b.X
- this.Y = a.Y + b.Y
- return this
- }
- func (this *Vector2) Sub(v *Vector2) *Vector2 {
- this.X -= v.X
- this.Y -= v.Y
- return this
- }
- func (this *Vector2) SubScalar(s float32) *Vector2 {
- this.X -= s
- this.Y -= s
- return this
- }
- func (this *Vector2) SubVectors(a, b *Vector2) *Vector2 {
- this.X = a.X - b.X
- this.Y = a.Y - b.Y
- return this
- }
- func (this *Vector2) Multiply(v *Vector2) *Vector2 {
- this.X *= v.X
- this.Y *= v.Y
- return this
- }
- func (this *Vector2) MultiplyScalar(s float32) *Vector2 {
- this.X *= s
- this.Y *= s
- return this
- }
- func (this *Vector2) Divide(v *Vector2) *Vector2 {
- this.X /= v.X
- this.Y /= v.Y
- return this
- }
- func (this *Vector2) DivideScalar(scalar float32) *Vector2 {
- if scalar != 0 {
- invScalar := 1 / scalar
- this.X *= invScalar
- this.Y *= invScalar
- } else {
- this.X = 0
- this.Y = 0
- }
- return this
- }
- func (this *Vector2) Min(v *Vector2) *Vector2 {
- if this.X > v.X {
- this.X = v.X
- }
- if this.Y > v.Y {
- this.Y = v.Y
- }
- return this
- }
- func (this *Vector2) Max(v *Vector2) *Vector2 {
- if this.X < v.X {
- this.X = v.X
- }
- if this.Y < v.Y {
- this.Y = v.Y
- }
- return this
- }
- func (this *Vector2) Clamp(min, max *Vector2) *Vector2 {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- if this.X < min.X {
- this.X = min.X
- } else if this.X > max.X {
- this.X = max.X
- }
- if this.Y < min.Y {
- this.Y = min.Y
- } else if this.Y > max.Y {
- this.Y = max.Y
- }
- return this
- }
- func (this *Vector2) ClampScalar(minVal, maxVal float32) *Vector2 {
- min := NewVector2(0, 0)
- max := NewVector2(0, 0)
- min.Set(minVal, minVal)
- max.Set(maxVal, maxVal)
- return this.Clamp(min, max)
- }
- func (this *Vector2) Floor() *Vector2 {
- this.X = Floor(this.X)
- this.Y = Floor(this.Y)
- return this
- }
- func (this *Vector2) Ceil() *Vector2 {
- this.X = Ceil(this.X)
- this.Y = Ceil(this.Y)
- return this
- }
- func (this *Vector2) Round() *Vector2 {
- // TODO NEED CHECK
- this.X = Floor(this.X + 0.5)
- this.Y = Floor(this.Y + 0.5)
- return this
- }
- func (this *Vector2) RoundToZero() *Vector2 {
- if this.X < 0 {
- this.X = Ceil(this.X)
- } else {
- this.X = Floor(this.X)
- }
- if this.Y < 0 {
- this.Y = Ceil(this.Y)
- } else {
- this.Y = Floor(this.Y)
- }
- return this
- }
- func (this *Vector2) Negate() *Vector2 {
- this.X = -this.X
- this.Y = -this.Y
- return this
- }
- func (this *Vector2) Dot(v *Vector2) float32 {
- return this.X*v.X + this.Y*v.Y
- }
- func (this *Vector2) LengthSq() float32 {
- return this.X*this.X + this.Y*this.Y
- }
- func (this *Vector2) Length() float32 {
- return Sqrt(this.X*this.X + this.Y*this.Y)
- }
- func (this *Vector2) Normalize() *Vector2 {
- return this.DivideScalar(this.Length())
- }
- func (this *Vector2) DistanceTo(v *Vector2) float32 {
- return Sqrt(this.DistanceToSquared(v))
- }
- func (this *Vector2) DistanceToSquared(v *Vector2) float32 {
- dx := this.X - v.X
- dy := this.Y - v.Y
- return dx*dx + dy*dy
- }
- func (this *Vector2) SetLength(l float32) *Vector2 {
- oldLength := this.Length()
- if oldLength != 0 && l != oldLength {
- this.MultiplyScalar(l / oldLength)
- }
- return this
- }
- func (this *Vector2) Lerp(v *Vector2, alpha float32) *Vector2 {
- this.X += (v.X - this.X) * alpha
- this.Y += (v.Y - this.Y) * alpha
- return this
- }
- func (this *Vector2) LerpVectors(v1, v2 *Vector2, alpha float32) *Vector2 {
- this.SubVectors(v2, v1).MultiplyScalar(alpha).Add(v1)
- return this
- }
- func (this *Vector2) Equals(v *Vector2) bool {
- return (v.X == this.X) && (v.Y == this.Y)
- }
- func (this *Vector2) FromArray(array []float32, offset int) *Vector2 {
- this.X = array[offset]
- this.Y = array[offset+1]
- return this
- }
- func (this *Vector2) ToArray(array []float32, offset int) []float32 {
- array[offset] = this.X
- array[offset+1] = this.Y
- return array
- }
- // TODO attribute ???
- //func (this *Vector2) FromAttribute(attribute, index, offset) *Vector2 {
- //
- //
- //
- //
- //}
- func (this *Vector2) Close() *Vector2 {
- return NewVector2(this.X, this.Y)
- }
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