zworld-demo/plugin/math/vec4/vec4.go
2023-12-22 22:04:27 +08:00

145 lines
3.1 KiB
Go

package vec4
import (
"fmt"
"zworld/plugin/math"
"zworld/plugin/math/vec2"
"zworld/plugin/math/vec3"
)
var (
// Zero is the zero vector
Zero = T{0, 0, 0, 0}
// One is the unit vector
One = T{1, 1, 1, 1}
// UnitX returns a unit vector in the X direction
UnitX = T{1, 0, 0, 0}
// UnitY returns a unit vector in the Y direction
UnitY = T{0, 1, 0, 0}
// UnitZ returns a unit vector in the Z direction
UnitZ = T{0, 0, 1, 0}
// UnitW returns a unit vector in the W direction
UnitW = T{0, 0, 0, 1}
InfPos = T{math.InfPos, math.InfPos, math.InfPos, math.InfPos}
InfNeg = T{math.InfNeg, math.InfNeg, math.InfNeg, math.InfNeg}
)
// T holds a 4-component vector of 32-bit floats
type T struct {
X, Y, Z, W float32
}
// Slice converts the vector into a 4-element slice of float32
func (v T) Slice() [4]float32 {
return [4]float32{v.X, v.Y, v.Z, v.W}
}
// Length returns the length of the vector.
// See also LengthSqr and Normalize.
func (v T) Length() float32 {
return math.Sqrt(v.LengthSqr())
}
// LengthSqr returns the squared length of the vector.
// See also Length and Normalize.
func (v T) LengthSqr() float32 {
return v.X*v.X + v.Y*v.Y + v.Z*v.Z + v.W*v.W
}
// Abs sets every component of the vector to its absolute value.
func (v T) Abs() T {
return T{
math.Abs(v.X),
math.Abs(v.Y),
math.Abs(v.Z),
math.Abs(v.W),
}
}
// Normalize normalizes the vector to unit length.
func (v *T) Normalize() {
sl := v.LengthSqr()
if sl == 0 || sl == 1 {
return
}
s := 1 / math.Sqrt(sl)
v.X *= s
v.Y *= s
v.Z *= s
v.W *= s
}
// Normalized returns a unit length normalized copy of the vector.
func (v T) Normalized() T {
v.Normalize()
return v
}
// Scaled the vector
func (v T) Scaled(f float32) T {
return T{v.X * f, v.Y * f, v.Z * f, v.W * f}
}
// Scale the vector by a constant (in-place)
func (v *T) Scale(f float32) {
v.X *= f
v.Y *= f
v.Z *= f
v.W *= f
}
// Invert the vector components
func (v *T) Invert() {
v.X = -v.X
v.Y = -v.Y
v.Z = -v.Z
v.W = -v.W
}
// Inverted returns an inverted vector
func (v T) Inverted() T {
v.Invert()
return v
}
// Add each element of the vector with the corresponding element of another vector
func (v T) Add(v2 T) T {
return T{v.X + v2.X, v.Y + v2.Y, v.Z + v2.Z, v.W + v2.W}
}
// Sub subtracts each element of the vector with the corresponding element of another vector
func (v T) Sub(v2 T) T {
return T{v.X - v2.X, v.Y - v2.Y, v.Z - v2.Z, v.W - v2.W}
}
// Mul multiplies each element of the vector with the corresponding element of another vector
func (v T) Mul(v2 T) T {
return T{v.X * v2.X, v.Y * v2.Y, v.Z * v2.Z, v.W * v2.W}
}
// XY returns a 2-component vector with the X, Y components
func (v T) XY() vec2.T {
return vec2.T{X: v.X, Y: v.Y}
}
// XYZ returns a 3-component vector with the X, Y, Z components
func (v T) XYZ() vec3.T {
return vec3.T{X: v.X, Y: v.Y, Z: v.Z}
}
// Div divides each element of the vector with the corresponding element of another vector
func (v T) Div(v2 T) T {
return T{v.X / v2.X, v.Y / v2.Y, v.Z / v2.Z, v.W / v2.W}
}
func (v T) String() string {
return fmt.Sprintf("%.3f,%.3f,%.3f,%.3f", v.X, v.Y, v.Z, v.W)
}