OpenDiablo2/d2common/d2math/d2vector/vector.go

347 lines
8.4 KiB
Go

package d2vector
import (
"fmt"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
)
// Vector is an implementation of a Euclidean vector using float64 with common vector convenience methods.
type Vector struct {
x, y float64
}
const two float64 = 2
// NewVector creates a new Vector with the given x and y values.
func NewVector(x, y float64) Vector {
return Vector{x, y}
}
// X returns the x value of this vector.
func (v *Vector) X() float64 {
return v.x
}
// Y returns the y value of this vector.
func (v *Vector) Y() float64 {
return v.y
}
// Equals returns true if the float64 values of this vector are exactly equal to the given Vector.
func (v *Vector) Equals(o Vector) bool {
return v.x == o.x && v.y == o.y
}
// EqualsApprox returns true if the values of this Vector are approximately equal to those of the given Vector. If the
// difference between either of the value pairs is smaller than d2math.Epsilon, they will be considered equal.
func (v *Vector) EqualsApprox(o Vector) bool {
return d2math.EqualsApprox(v.x, o.x) && d2math.EqualsApprox(v.y, o.y)
}
// CompareApprox returns 2 ints describing the difference between the vectors. If the difference between either of the
// value pairs is smaller than d2math.Epsilon, they will be considered equal.
func (v *Vector) CompareApprox(o Vector) (x, y int) {
return d2math.CompareApprox(v.x, o.x),
d2math.CompareApprox(v.y, o.y)
}
// IsZero returns true if this vector's values are both exactly zero.
func (v *Vector) IsZero() bool {
return v.x == 0 && v.y == 0
}
// Set the vector values to the given float64 values.
func (v *Vector) Set(x, y float64) *Vector {
v.x = x
v.y = y
return v
}
// Clone returns a new a copy of this Vector.
func (v *Vector) Clone() Vector {
return NewVector(v.x, v.y)
}
// Copy sets this vector's values to those of the given vector.
func (v *Vector) Copy(o *Vector) *Vector {
v.x = o.x
v.y = o.y
return v
}
// Floor rounds the vector down to the nearest whole numbers.
func (v *Vector) Floor() *Vector {
v.x = math.Floor(v.x)
v.y = math.Floor(v.y)
return v
}
// Clamp limits the values of v to those of a and b. If the values of v are between those of a and b they will be
// unchanged.
func (v *Vector) Clamp(a, b *Vector) *Vector {
v.x = d2math.Clamp(v.x, a.x, b.x)
v.y = d2math.Clamp(v.y, a.y, b.y)
return v
}
// Add the given vector to this vector.
func (v *Vector) Add(o *Vector) *Vector {
v.x += o.x
v.y += o.y
return v
}
// AddScalar the given value to both values of this vector.
func (v *Vector) AddScalar(s float64) *Vector {
v.x += s
v.y += s
return v
}
// Subtract the given vector from this vector.
func (v *Vector) Subtract(o *Vector) *Vector {
v.x -= o.x
v.y -= o.y
return v
}
// Multiply this Vector by the given Vector.
func (v *Vector) Multiply(o *Vector) *Vector {
v.x *= o.x
v.y *= o.y
return v
}
// Scale multiplies both values of this vector by a single given value.
func (v *Vector) Scale(s float64) *Vector {
v.x *= s
v.y *= s
return v
}
// Divide this vector by the given vector.
func (v *Vector) Divide(o *Vector) *Vector {
v.x /= o.x
v.y /= o.y
return v
}
// DivideScalar divides both values of this vector by the given value.
func (v *Vector) DivideScalar(s float64) *Vector {
v.x /= s
v.y /= s
return v
}
// Abs sets the vector to it's absolute (positive) equivalent.
func (v *Vector) Abs() *Vector {
if v.x < 0 {
v.x = -v.x
}
if v.y < 0 {
v.y = -v.y
}
return v
}
// Negate multiplies this vector by -1.
func (v *Vector) Negate() *Vector {
return v.Scale(-1)
}
// Distance between this Vector's position and that of the given Vector.
func (v *Vector) Distance(o Vector) float64 {
delta := o.Clone()
delta.Subtract(v)
return delta.Length()
}
// Length (magnitude/quantity) of this Vector.
func (v *Vector) Length() float64 {
return math.Sqrt(v.Dot(v))
}
// SetLength sets the length of this Vector without changing the direction. The length will be exact within
// d2math.Epsilon. See d2math.EqualsApprox.
func (v *Vector) SetLength(length float64) *Vector {
v.Normalize()
v.Scale(length)
return v
}
// Lerp sets this vector to the linear interpolation between this and the given vector. The interp argument determines
// the distance between the two vectors. An interp of 0 will return this vector and 1 will return the given vector.
func (v *Vector) Lerp(o *Vector, interp float64) *Vector {
v.x = d2math.Lerp(v.x, o.x, interp)
v.y = d2math.Lerp(v.y, o.y, interp)
return v
}
// Dot returns the dot product of this Vector and the given Vector.
func (v *Vector) Dot(o *Vector) float64 {
return v.x*o.x + v.y*o.y
}
// Cross returns the cross product of this Vector and the given Vector. Note: Cross product is specific to 3D space.
// This a not cross product. It is the Z component of a 3D vector cross product calculation. The X and Y components use
// the value of z which doesn't exist in 2D. See:
// https://stackoverflow.com/questions/243945/calculating-a-2d-vectors-cross-product
//
// The sign of Cross indicates whether the direction between the points described by vectors v and o around the origin
// (0,0) moves clockwise or anti-clockwise. The perspective is from the would-be position of positive Z and the
// direction is from v to o.
//
// Negative = clockwise
// Positive = anti-clockwise
// 0 = vectors are identical.
func (v *Vector) Cross(o Vector) float64 {
return v.x*o.y - v.y*o.x
}
// Normalize sets the vector length to 1 without changing the direction. The normalized vector may be scaled by the
// float64 return value to restore it's original length.
func (v *Vector) Normalize() float64 {
if v.IsZero() {
return 0
}
multiplier := 1 / v.Length()
v.Scale(multiplier)
return 1 / multiplier
}
// Angle computes the unsigned angle in radians from this vector to the given vector. This angle will never exceed half
// a full circle. For angles describing a full circumference use SignedAngle.
func (v *Vector) Angle(o Vector) float64 {
if v.IsZero() || o.IsZero() {
return 0
}
from := v.Clone()
from.Normalize()
to := o.Clone()
to.Normalize()
denominator := math.Sqrt(from.Length() * to.Length())
dotClamped := d2math.Clamp(from.Dot(&to)/denominator, -1, 1)
return math.Acos(dotClamped)
}
// SignedAngle computes the signed (clockwise) angle in radians from this vector to the given vector.
func (v *Vector) SignedAngle(o Vector) float64 {
unsigned := v.Angle(o)
sign := d2math.Sign(v.x*o.y - v.y*o.x)
if sign > 0 {
return d2math.RadFull - unsigned
}
return unsigned
}
// Reflect sets this Vector to it's reflection off a line defined by the given normal.
func (v *Vector) Reflect(normal Vector) *Vector {
normal.Normalize()
undo := v.Normalize()
// 1*Dot is the directional (ignoring length) difference between the vector and the normal. Therefore 2*Dot takes
// us beyond the normal to the angle with the equivalent distance in the other direction i.e. the reflection.
normal.Scale(two * v.Dot(&normal))
v.Subtract(&normal)
v.Scale(undo)
return v
}
// ReflectSurface does the same thing as Reflect, except the given vector describes the surface line, not it's normal.
func (v *Vector) ReflectSurface(surface Vector) *Vector {
v.Reflect(surface).Negate()
return v
}
// Rotate moves the vector around it's origin clockwise, by the given angle in radians. The result will be exact within
// d2math.Epsilon. See d2math.EqualsApprox.
func (v *Vector) Rotate(angle float64) *Vector {
a := -angle
x := v.x*math.Cos(a) - v.y*math.Sin(a)
y := v.x*math.Sin(a) + v.y*math.Cos(a)
v.x = x
v.y = y
return v
}
// NinetyAnti rotates this vector by 90 degrees anti-clockwise.
func (v *Vector) NinetyAnti() *Vector {
x := v.x
v.x = v.y * -1
v.y = x
return v
}
// NinetyClock rotates this vector by 90 degrees clockwise.
func (v *Vector) NinetyClock() *Vector {
y := v.y
v.y = v.x * -1
v.x = y
return v
}
func (v Vector) String() string {
return fmt.Sprintf("Vector{%.3f, %.3f}", v.x, v.y)
}
// VectorUp returns a new vector (0, 1)
func VectorUp() Vector {
return NewVector(0, 1)
}
// VectorDown returns a new vector (0, -1)
func VectorDown() Vector {
return NewVector(0, -1)
}
// VectorRight returns a new vector (1, 0)
func VectorRight() Vector {
return NewVector(1, 0)
}
// VectorLeft returns a new vector (-1, 0)
func VectorLeft() Vector {
return NewVector(-1, 0)
}
// VectorOne returns a new vector (1, 1)
func VectorOne() Vector {
return NewVector(1, 1)
}
// VectorZero returns a new vector (0, 0)
func VectorZero() Vector {
return NewVector(0, 0)
}