Created
April 30, 2010 07:10
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package chipmunk | |
import "fmt" | |
type Vect struct { | |
X, Y Float | |
} | |
func vect(x, y Float) *Vect { | |
return &Vect{x, y} | |
} | |
func (v *Vect) Add(o *Vect) *Vect { | |
return &Vect{v.X + o.X, v.Y + o.Y} | |
} | |
func (v *Vect) Neg() *Vect { | |
return &Vect{-v.X, -v.Y} | |
} | |
func (v *Vect) Sub(o *Vect) *Vect { | |
return &Vect{v.X - o.X, v.Y - o.Y} | |
} | |
func (v *Vect) Mult(s Float) *Vect { | |
return &Vect{v.X * s, v.Y * s} | |
} | |
func (v *Vect) Dot(o *Vect) Float { | |
return v.X*o.X + v.Y*o.Y | |
} | |
func (v *Vect) Cross(o *Vect) Float { | |
return v.X*o.Y - v.Y*o.X | |
} | |
func (v *Vect) Perp() *Vect { | |
return &Vect{-v.Y, v.X} | |
} | |
func (v *Vect) RPerp() *Vect { | |
return &Vect{v.Y, -v.X} | |
} | |
func (v *Vect) Project(o *Vect) *Vect { | |
return o.Mult(v.Dot(o) / o.Dot(o)) | |
} | |
func (v *Vect) Rotate(o *Vect) *Vect { | |
return &Vect{v.X*o.X - v.Y*o.Y, v.X*o.Y + v.Y*o.X} | |
} | |
func (v *Vect) Unrotate(o *Vect) *Vect { | |
return &Vect{v.X*o.X + v.Y*o.Y, v.Y*o.X - v.X*o.Y} | |
} | |
func (v *Vect) LengthSq() Float { | |
return v.Dot(v) | |
} | |
func (v *Vect) Lerp(o *Vect, t Float) *Vect { | |
return v.Mult(1.0 - t).Add(o.Mult(t)) | |
} | |
func (v *Vect) Normalize() *Vect { | |
return v.Mult(1.0 / v.Length()) | |
} | |
func (v *Vect) NormalizeSafe() (normalized *Vect) { | |
if v.X == 0.0 && v.Y == 0.0 { | |
normalized = &Vect{0.0, 0.0} | |
} else { | |
normalized = v.Normalize() | |
} | |
return | |
} | |
func (v *Vect) Clamp(length Float) (clamped *Vect) { | |
if v.Dot(v) > length*length { | |
clamped = v.Normalize().Mult(length) | |
} else { | |
clamped = v | |
} | |
return | |
} | |
func (v *Vect) LerpConst(o *Vect, d Float) *Vect { | |
return v.Add(o.Sub(v).Clamp(d)) | |
} | |
func (v *Vect) Dist(o *Vect) Float { | |
return v.Sub(o).Length() | |
} | |
func (v *Vect) DistSq(o *Vect) Float { | |
return v.Sub(o).LengthSq() | |
} | |
func (v *Vect) Near(o *Vect, dist Float) bool { | |
return v.DistSq(o) < dist*dist | |
} | |
func (v *Vect) Length() Float { | |
return v.Dot(v).Sqrt() | |
} | |
func (v *Vect) Slerp(o *Vect, t Float) (slerp *Vect) { | |
omega := v.Dot(o).Acos() | |
if !(omega.IsNaN() || omega == 0.0) { | |
denom := 1.0 / omega.Sin() | |
slerp = v.Mult(((1.0 - t) * omega).Sin() * denom). | |
Add(o.Mult(((t * omega) * denom).Sin())) | |
} else { | |
slerp = v | |
} | |
return | |
} | |
func (v *Vect) SlerpConst(o *Vect, a Float) *Vect { | |
angle := v.Dot(o).Acos() | |
return v.Slerp(o, a.Min(angle)/angle) | |
} | |
func VectorForAngle(a Float) *Vect { | |
return &Vect{a.Cos(), a.Sin()} | |
} | |
func (v *Vect) ToAngle() Float { | |
return v.Y.Atan2(v.X) | |
} | |
func (v *Vect) String() string { | |
return fmt.Sprintf("(%.3f, %.3f)", v.X, v.Y) | |
} |
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