/
Vector.go
138 lines (114 loc) · 2.6 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
package engine
import (
"fmt"
"math"
)
type Vector struct {
X, Y, Z float32
}
var (
Zero = Vector{0, 0, 0}
Up = Vector{0, 1, 0}
Down = Vector{0, -1, 0}
Left = Vector{-1, 0, 0}
Right = Vector{1, 0, 0}
Forward = Vector{0, 0, 1}
Backward = Vector{0, 0, -1}
One = Vector{1, 1, 1}
MinusOne = Vector{-1, -1, -1}
)
func Roundf(val float32, places int) float32 {
if places < 0 {
panic("places should be >= 0")
}
factor := float32(math.Pow10(places))
val = val * factor
tmp := float32(int(val))
return tmp / factor
}
func Lerpf(from, to float32, t float32) float32 {
return from + ((to - from) * t)
}
func LerpAngle(from, to float32, t float32) float32 {
for to-from > 180 {
from += 360
}
for from-to > 180 {
to += 360
}
return from + ((to - from) * t)
}
func (v *Vector) String() string {
return fmt.Sprintf("(%f,%f,%f)", v.X, v.Y, v.Z)
}
func NewVector2(x, y float32) Vector {
return Vector{x, y, 1}
}
func NewVector3(x, y, z float32) Vector {
return Vector{x, y, z}
}
func (v *Vector) Add(vect Vector) Vector {
return Vector{v.X + vect.X, v.Y + vect.Y, v.Z + vect.Z}
}
func (v *Vector) Sub(vect Vector) Vector {
return Vector{v.X - vect.X, v.Y - vect.Y, v.Z - vect.Z}
}
func (v *Vector) Mul(vect Vector) Vector {
return Vector{v.X * vect.X, v.Y * vect.Y, v.Z * vect.Z}
}
func (v *Vector) Mul2(vect float32) Vector {
return Vector{v.X * vect, v.Y * vect, v.Z * vect}
}
func (v *Vector) Distance(vect Vector) float32 {
x := v.X - vect.X
y := v.Y - vect.Y
return float32(math.Sqrt(float64(x*x + y*y)))
}
func (v *Vector) Div(vect Vector) Vector {
return Vector{v.X / vect.X, v.Y / vect.Y, v.Z / vect.Z}
}
func (v *Vector) Transform(transform Matrix) Vector {
return NewVector3(
(v.X*transform[0])+(v.Y*transform[4])+(v.Z*transform[8])+transform[12],
(v.X*transform[1])+(v.Y*transform[5])+(v.Z*transform[9])+transform[13],
(v.X*transform[2])+(v.Y*transform[6])+(v.Z*transform[10])+transform[14])
}
func (v *Vector) fixAngle() {
for v.X >= 360 {
v.X -= 360
}
for v.X <= -360 {
v.X += 360
}
for v.Y >= 360 {
v.Y -= 360
}
for v.Y <= -360 {
v.Y += 360
}
for v.Z >= 360 {
v.Z -= 360
}
for v.Z <= -360 {
v.Z += 360
}
}
func (v *Vector) Length() float32 {
return float32(math.Sqrt(float64(v.X*v.X + v.Y*v.Y)))
}
func Lerp(from, to Vector, t float32) Vector {
return NewVector2(from.X+((to.X-from.X)*t), from.Y+((to.Y-from.Y)*t))
}
func (v *Vector) Normalize() {
l := v.Length()
v.X /= l
v.Y /= l
v.Z /= l
}
func (v *Vector) Normalized() Vector {
l := v.Length()
if l == 0 {
return NewVector3(0, 0, 0)
}
return NewVector3(v.X/l, v.Y/l, v.Z/l)
}