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Cardinal vectors (#539)

* Comments and newlines in vector.go

* Added cardinal direction functions.

* Moved vector.go into d2vector.
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danhale-git 2020-07-04 13:02:47 +01:00 committed by GitHub
parent cf35285b48
commit 853ad7ae64
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@ -1,4 +1,5 @@
package d2math
// Package d2vector is an Implementation of 2-dimensional vectors with big.Float components
package d2vector
import (
"math"
@ -7,14 +8,6 @@ import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// I want to put these somewhere convenient...
// ZERO *Vector = &Vector{}
// ONE *Vector = &Vector{1, 1}
// RIGHT *Vector = &Vector{1, 0}
// LEFT *Vector = &Vector{-1, 0}
// UP *Vector = &Vector{0, -1}
// DOWN *Vector = &Vector{0, 1}
const (
// Epsilon is the threshold for what is `smol enough`
epsilon float64 = 0.0001
@ -29,8 +22,8 @@ const (
zero float64 = 0.0
)
// NewVector2 creates a new Vector
func NewVector2(x, y float64) *Vector2 {
// New creates a new Vector2 and returns a pointer to it.
func New(x, y float64) *Vector2 {
xbf, ybf := big.NewFloat(x), big.NewFloat(y)
xbf.SetPrec(d2precision)
ybf.SetPrec(d2precision)
@ -39,8 +32,8 @@ func NewVector2(x, y float64) *Vector2 {
return result
}
// Vector is an Implementation of 2-dimensional vectors with
// big.Float components
// Vector2 has two big.Floats x and y and a set of methods
// for common vector operations.
type Vector2 struct {
x *big.Float
y *big.Float
@ -230,6 +223,7 @@ func (v *Vector2) Length() *big.Float {
return xsq.Add(xsq, ysq)
}
// LengthSq returns the x and y values squared
func (v *Vector2) LengthSq() (*big.Float, *big.Float) {
clone := v.Clone()
x, y := clone.X(), clone.Y()
@ -260,7 +254,7 @@ func (v *Vector2) Normalize() d2interface.Vector {
}
// NormalizeRightHand rotate this Vector to its perpendicular,
//in the positive direction.
// in the positive direction.
func (v *Vector2) NormalizeRightHand() d2interface.Vector {
x := v.x
v.x = v.y.Mul(v.y, big.NewFloat(negative1))
@ -270,7 +264,7 @@ func (v *Vector2) NormalizeRightHand() d2interface.Vector {
}
// NormalizeLeftHand rotate this Vector to its perpendicular,
//in the negative1 direction.
// in the negative1 direction.
func (v *Vector2) NormalizeLeftHand() d2interface.Vector {
x := v.x
v.x = v.y
@ -279,7 +273,7 @@ func (v *Vector2) NormalizeLeftHand() d2interface.Vector {
return v
}
// Calculate the dot product of this Vector and the given Vector
// Dot returns the dot product of this Vector and the given Vector.
func (v *Vector2) Dot(src d2interface.Vector) *big.Float {
c := v.Clone()
c.X().Mul(c.X(), src.X())
@ -312,7 +306,6 @@ func (v *Vector2) Lerp(
// Reset this Vector the zero vector (0, 0).
func (v *Vector2) Reset() d2interface.Vector {
v.x.SetFloat64(zero)
v.y.SetFloat64(zero)
@ -365,3 +358,33 @@ func (v *Vector2) Rotate(angle *big.Float) d2interface.Vector {
return v
}
// Up returns a new vector (0, 1)
func Up() *Vector2 {
return New(0, 1)
}
// Down returns a new vector (0, -1)
func Down() *Vector2 {
return New(0, -1)
}
// Right returns a new vector (1, 0)
func Right() *Vector2 {
return New(1, 0)
}
// Left returns a new vector (-1, 0)
func Left() *Vector2 {
return New(-1, 0)
}
// One returns a new vector (1, 1)
func One() *Vector2 {
return New(1, 1)
}
// Zero returns a new vector (0, 0)
func Zero() *Vector2 {
return New(0, 0)
}