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vec2.go
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vec2.go
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// Copyright 2015 The Go 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 math
type Vec2 struct {
X, Y float32
}
func (v Vec2) SqrLen() float32 {
return v.Dot(v)
}
func (v Vec2) Len() float32 {
return Sqrtf(v.SqrLen())
}
func (v Vec2) ZeroLength() bool {
return v.X == 0 && v.Y == 0
}
func (v Vec2) Normalize() Vec2 {
l := v.Len()
if l == 0 {
return Vec2{0, 0}
} else {
return v.MulS(1.0 / v.Len())
}
}
func (v Vec2) Neg() Vec2 {
return Vec2{-v.X, -v.Y}
}
func (v Vec2) Tangent() Vec2 {
return Vec2{-v.Y, v.X}
}
func (v Vec2) Point() Point {
return Point{Round(v.X), Round(v.Y)}
}
func (v Vec2) Vec3(z float32) Vec3 {
return Vec3{v.X, v.Y, z}
}
func (v Vec2) Vec4(z, w float32) Vec4 {
return Vec4{v.X, v.Y, z, w}
}
func (v Vec2) XY() (x, y float32) {
return v.X, v.Y
}
func (v Vec2) Add(o Vec2) Vec2 {
return Vec2{v.X + o.X, v.Y + o.Y}
}
func (v Vec2) Sub(o Vec2) Vec2 {
return Vec2{v.X - o.X, v.Y - o.Y}
}
func (v Vec2) Mul(o Vec2) Vec2 {
return Vec2{v.X * o.X, v.Y * o.Y}
}
func (v Vec2) Div(o Vec2) Vec2 {
return Vec2{v.X / o.X, v.Y / o.Y}
}
func (v Vec2) Dot(o Vec2) float32 {
return v.X*o.X + v.Y*o.Y
}
func (v Vec2) Cross(o Vec2) float32 {
return v.X*o.Y - v.Y*o.X
}
func (v Vec2) MulS(s float32) Vec2 {
return Vec2{v.X * s, v.Y * s}
}
func (v Vec2) DivS(s float32) Vec2 {
return Vec2{v.X / s, v.Y / s}
}