package resolv import ( "math" ) // Vector is the definition of a row vector that contains scalars as // 64 bit floats type Vector []float64 // Axis is an integer enum type that describes vector axis type Axis int const ( // the consts below are used to represent vector axis, they are useful // to lookup values within the vector. X Axis = iota Y Z ) // Clone a vector func Clone(v Vector) Vector { return v.Clone() } // Clone a vector func (v Vector) Clone() Vector { clone := make(Vector, len(v)) copy(clone, v) return clone } /* // Add a vector with a vector or a set of vectors func Add(v1 Vector, vs ...Vector) Vector { return v1.Clone().Add(vs...) } // Add a vector with a vector or a set of vectors func (v Vector) Add(vs ...Vector) Vector { dim := len(v) for i := range vs { if len(vs[i]) > dim { axpyUnitaryTo(v, 1, v, vs[i][:dim]) } else { axpyUnitaryTo(v, 1, v, vs[i]) } } return v } // Sub subtracts a vector with another vector or a set of vectors func Sub(v1 Vector, vs ...Vector) Vector { return v1.Clone().Sub(vs...) } // Sub subtracts a vector with another vector or a set of vectors func (v Vector) Sub(vs ...Vector) Vector { dim := len(v) for i := range vs { if len(vs[i]) > dim { axpyUnitaryTo(v, -1, vs[i][:dim], v) } else { axpyUnitaryTo(v, -1, vs[i], v) } } return v } // Scale vector with a given size func Scale(v Vector, size float64) Vector { return v.Clone().Scale(size) } // Scale vector with a given size func (v Vector) Scale(size float64) Vector { scalUnitaryTo(v, size, v) return v } */ // Equal compares that two vectors are equal to each other func Equal(v1, v2 Vector) bool { return v1.Equal(v2) } // Equal compares that two vectors are equal to each other func (v Vector) Equal(v2 Vector) bool { if len(v) != len(v2) { return false } for i := range v { if math.Abs(v[i]-v2[i]) > 1e-8 { return false } } return true } // Magnitude of a vector func Magnitude(v Vector) float64 { return v.Magnitude() } // Magnitude of a vector func (v Vector) Magnitude() float64 { return math.Sqrt(v.Magnitude2()) } func (v Vector) Magnitude2() float64 { var result float64 for _, scalar := range v { result += scalar * scalar } return result } // Unit returns a direction vector with the length of one. func Unit(v Vector) Vector { return v.Clone().Unit() } // Unit returns a direction vector with the length of one. func (v Vector) Unit() Vector { l := v.Magnitude() if l < 1e-8 { return v } for i := range v { v[i] = v[i] / l } return v } // Dot product of two vectors func Dot(v1, v2 Vector) float64 { result, dim1, dim2 := 0., len(v1), len(v2) if dim1 > dim2 { v2 = append(v2, make(Vector, dim1-dim2)...) } if dim1 < dim2 { v1 = append(v1, make(Vector, dim2-dim1)...) } for i := range v1 { result += v1[i] * v2[i] } return result } // Dot product of two vectors func (v Vector) Dot(v2 Vector) float64 { return Dot(v, v2) } // Cross product of two vectors func Cross(v1, v2 Vector) Vector { return v1.Cross(v2) } // Cross product of two vectors func (v Vector) Cross(v2 Vector) Vector { if len(v) != 3 || len(v2) != 3 { return nil } return Vector{ v[Y]*v2[Z] - v[Z]*v2[Y], v[Z]*v2[X] - v[X]*v2[Z], v[X]*v2[Z] - v[Z]*v2[X], } } // Rotate is rotating a vector around a specified axis. // If no axis are specified, it will default to the Z axis. // // If a vector with more than 3-dimensions is rotated, it will cut the extra // dimensions and return a 3-dimensional vector. // // NOTE: the ...Axis is just syntactic sugar that allows the axis to not be // specified and default to Z, if multiple axis is passed the first will be // set as the rotation axis func Rotate(v Vector, angle float64, as ...Axis) Vector { return v.Clone().Rotate(angle, as...) } // Rotate is rotating a vector around a specified axis. // If no axis are specified, it will default to the Z axis. // // If a vector with more than 3-dimensions is rotated, it will cut the extra // dimensions and return a 3-dimensional vector. // // NOTE: the ...Axis is just syntactic sugar that allows the axis to not be // specified and default to Z, if multiple axis is passed the first will be // set as the rotation axis func (v Vector) Rotate(angle float64, as ...Axis) Vector { axis, dim := Z, len(v) if dim == 0 { return v } if len(as) > 0 { axis = as[0] } if dim == 1 && axis != Z { v = append(v, 0, 0) } if (dim < 2 && axis == Z) || (dim == 2 && axis != Z) { v = append(v, 0) } x, y := v[X], v[Y] cos, sin := math.Cos(angle), math.Sin(angle) switch axis { case X: z := v[Z] v[Y] = y*cos - z*sin v[Z] = y*sin + z*cos case Y: z := v[Z] v[X] = x*cos + z*sin v[Z] = -x*sin + z*cos case Z: v[X] = x*cos - y*sin v[Y] = x*sin + y*cos } if dim > 3 { return v[:3] } return v } // X is corresponding to doing a v[0] lookup, if index 0 does not exist yet, a // 0 will be returned instead func (v Vector) X() float64 { if len(v) < 1 { return 0. } return v[X] } // Y is corresponding to doing a v[1] lookup, if index 1 does not exist yet, a // 0 will be returned instead func (v Vector) Y() float64 { if len(v) < 2 { return 0. } return v[Y] } // Z is corresponding to doing a v[2] lookup, if index 2 does not exist yet, a // 0 will be returned instead func (v Vector) Z() float64 { if len(v) < 3 { return 0. } return v[Z] }