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vec2d.go
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vec2d.go
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// Generated code. DO NOT EDIT
package vec
import (
"github.com/chewxy/math32"
"github.com/foxis/EasyRobot/pkg/core/math"
)
type Vector2D [2]float32
func (v *Vector2D) Sum() float32 {
var sum float32
for _, val := range v {
sum += val
}
return sum
}
func (v *Vector2D) Vector() Vector {
return v[:]
}
func (v *Vector2D) Slice(start, end int) Vector {
if end < 0 {
end = len(v)
}
return v[start:end]
}
func (v *Vector2D) XY() (float32, float32) {
return v[0], v[1]
}
func (v *Vector2D) SumSqr() float32 {
var sum float32
for _, val := range v {
sum += val * val
}
return sum
}
func (v *Vector2D) Magnitude() float32 {
return math32.Sqrt(v.SumSqr())
}
func (v *Vector2D) DistanceSqr(v1 Vector2D) float32 {
return v.Clone().Sub(v1).SumSqr()
}
func (v *Vector2D) Distance(v1 Vector2D) float32 {
return math32.Sqrt(v.DistanceSqr(v1))
}
func (v *Vector2D) Clone() *Vector2D {
clone := Vector2D{}
copy(clone[:], v[:])
return &clone
}
func (v *Vector2D) CopyFrom(start int, v1 Vector) *Vector2D {
copy(v[start:], v1)
return v
}
func (v *Vector2D) CopyTo(start int, v1 Vector) Vector {
copy(v1, v[start:])
return v1
}
func (v *Vector2D) Clamp(min, max Vector2D) *Vector2D {
for i := range v {
v[i] = math.Clamp(v[i], min[i], max[i])
}
return v
}
func (v *Vector2D) FillC(c float32) *Vector2D {
for i := range v {
v[i] = c
}
return v
}
func (v *Vector2D) Neg() *Vector2D {
for i := range v {
v[i] = -v[i]
}
return v
}
func (v *Vector2D) Add(v1 Vector2D) *Vector2D {
for i := range v {
v[i] += v1[i]
}
return v
}
func (v *Vector2D) AddC(c float32) *Vector2D {
for i := range v {
v[i] += c
}
return v
}
func (v *Vector2D) Sub(v1 Vector2D) *Vector2D {
for i := range v {
v[i] -= v1[i]
}
return v
}
func (v *Vector2D) SubC(c float32) *Vector2D {
for i := range v {
v[i] -= c
}
return v
}
func (v *Vector2D) MulC(c float32) *Vector2D {
for i := range v {
v[i] *= c
}
return v
}
func (v *Vector2D) MulCAdd(c float32, v1 Vector2D) *Vector2D {
for i := range v {
v[i] += v1[i] * c
}
return v
}
func (v *Vector2D) MulCSub(c float32, v1 Vector2D) *Vector2D {
for i := range v {
v[i] -= v1[i] * c
}
return v
}
func (v *Vector2D) DivC(c float32) *Vector2D {
for i := range v {
v[i] /= c
}
return v
}
func (v *Vector2D) DivCAdd(c float32, v1 Vector2D) *Vector2D {
for i := range v {
v[i] += v1[i] / c
}
return v
}
func (v *Vector2D) DivCSub(c float32, v1 Vector2D) *Vector2D {
for i := range v {
v[i] -= v1[i] / c
}
return v
}
func (v *Vector2D) Normal() *Vector2D {
d := v.Magnitude()
return v.DivC(d)
}
func (v *Vector2D) NormalFast() *Vector2D {
d := v.SumSqr()
return v.MulC(math.FastISqrt(d))
}
func (v *Vector2D) Multiply(v1 Vector2D) *Vector2D {
for i := range v {
v[i] *= v1[i]
}
return v
}
func (v *Vector2D) Dot(v1 Vector2D) float32 {
var sum float32
for i := range v {
sum += v[i] * v1[i]
}
return sum
}
func (v *Vector2D) Refract(n Vector2D, ni, nt float32) (*Vector2D, bool) {
var (
cos_V Vector2D
sin_T Vector2D
n_mult float32
)
N_dot_V := n.Dot(*v)
if N_dot_V > 0.0 {
n_mult = ni / nt
} else {
n_mult = nt / ni
}
cos_V[0] = n[0] * N_dot_V
cos_V[1] = n[1] * N_dot_V
sin_T[0] = (cos_V[0] - v[0]) * (n_mult)
sin_T[1] = (cos_V[1] - v[1]) * (n_mult)
len_sin_T := sin_T.Dot(sin_T)
if len_sin_T >= 1.0 {
return v, false // internal reflection
}
N_dot_T := math32.Sqrt(1.0 - len_sin_T)
if N_dot_V < 0.0 {
N_dot_T = -N_dot_T
}
v[0] = sin_T[0] - n[0]*N_dot_T
v[1] = sin_T[1] - n[1]*N_dot_T
return v, true
}
func (v *Vector2D) Reflect(n Vector2D) *Vector2D {
N_dot_V := n.Dot(*v) * 2
return v.Neg().MulCAdd(N_dot_V, n)
}
func (v *Vector2D) Interpolate(v1 Vector2D, t float32) *Vector2D {
d := v1.Clone().Sub(*v)
return v.MulCAdd(t, *d)
}