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vec3.go
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vec3.go
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package dprec
import (
"fmt"
"math"
)
func NewVec3(x, y, z float64) Vec3 {
return Vec3{
X: x,
Y: y,
Z: z,
}
}
func ZeroVec3() Vec3 {
return Vec3{}
}
func BasisXVec3() Vec3 {
return Vec3{
X: 1.0,
Y: 0.0,
Z: 0.0,
}
}
func BasisYVec3() Vec3 {
return Vec3{
X: 0.0,
Y: 1.0,
Z: 0.0,
}
}
func BasisZVec3() Vec3 {
return Vec3{
X: 0.0,
Y: 0.0,
Z: 1.0,
}
}
func Vec3Sum(a, b Vec3) Vec3 {
return Vec3{
X: a.X + b.X,
Y: a.Y + b.Y,
Z: a.Z + b.Z,
}
}
func Vec3MultiSum(first Vec3, others ...Vec3) Vec3 {
result := first
for _, other := range others {
result.X += other.X
result.Y += other.Y
result.Z += other.Z
}
return result
}
func Vec3Diff(a, b Vec3) Vec3 {
return Vec3{
X: a.X - b.X,
Y: a.Y - b.Y,
Z: a.Z - b.Z,
}
}
func Vec3MultiDiff(first Vec3, others ...Vec3) Vec3 {
result := first
for _, other := range others {
result.X -= other.X
result.Y -= other.Y
result.Z -= other.Z
}
return result
}
func Vec3Prod(vector Vec3, value float64) Vec3 {
return Vec3{
X: vector.X * value,
Y: vector.Y * value,
Z: vector.Z * value,
}
}
func Vec3Quot(vector Vec3, value float64) Vec3 {
return Vec3{
X: vector.X / value,
Y: vector.Y / value,
Z: vector.Z / value,
}
}
func Vec3Dot(a, b Vec3) float64 {
return a.X*b.X + a.Y*b.Y + a.Z*b.Z
}
func Vec3Cross(a, b Vec3) Vec3 {
return Vec3{
X: a.Y*b.Z - a.Z*b.Y,
Y: a.Z*b.X - a.X*b.Z,
Z: a.X*b.Y - a.Y*b.X,
}
}
func Vec3Lerp(a, b Vec3, t float64) Vec3 {
return Vec3{
X: (1-t)*a.X + t*b.X,
Y: (1-t)*a.Y + t*b.Y,
Z: (1-t)*a.Z + t*b.Z,
}
}
func UnitVec3(vector Vec3) Vec3 {
return Vec3Quot(vector, vector.Length())
}
func ResizedVec3(vector Vec3, newLength float64) Vec3 {
ratio := newLength / vector.Length()
return Vec3Prod(vector, ratio)
}
func InverseVec3(vector Vec3) Vec3 {
return Vec3{
X: -vector.X,
Y: -vector.Y,
Z: -vector.Z,
}
}
func NormalVec3(vector Vec3) Vec3 {
sqrX := vector.X * vector.X
sqrY := vector.Y * vector.Y
sqrZ := vector.Z * vector.Z
if (sqrZ > sqrX) && (sqrZ > sqrY) {
return UnitVec3(Vec3{
X: 1.0,
Y: 1.0,
Z: -(vector.X + vector.Y) / vector.Z,
})
} else {
if sqrX > sqrY {
return UnitVec3(Vec3{
X: -(vector.Y + vector.Z) / vector.X,
Y: 1.0,
Z: 1.0,
})
} else {
return UnitVec3(Vec3{
X: 1.0,
Y: -(vector.X + vector.Z) / vector.Y,
Z: 1.0,
})
}
}
}
func ArrayToVec3(array [3]float64) Vec3 {
return Vec3{
X: array[0],
Y: array[1],
Z: array[2],
}
}
type Vec3 struct {
X float64
Y float64
Z float64
}
func (v Vec3) IsNaN() bool {
return math.IsNaN(v.X) || math.IsNaN(v.Y) || math.IsNaN(v.Z)
}
func (v Vec3) IsInf() bool {
return math.IsInf(v.X, 0) || math.IsInf(v.Y, 0) || math.IsInf(v.Z, 0)
}
func (v Vec3) IsZero() bool {
return Eq(v.X, 0.0) && Eq(v.Y, 0.0) && Eq(v.Z, 0.0)
}
func (v Vec3) SqrLength() float64 {
return Vec3Dot(v, v)
}
func (v Vec3) Length() float64 {
return Sqrt(Vec3Dot(v, v))
}
func (v Vec3) Array() [3]float64 {
return [3]float64{v.X, v.Y, v.Z}
}
func (v Vec3) GoString() string {
return fmt.Sprintf("(%f, %f, %f)", v.X, v.Y, v.Z)
}