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vec.go
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package scr
import (
"encoding/binary"
"fmt"
"math"
)
// V is a vector
type V struct {
X float64
Y float64
Z float64
}
func (v V) Add(o V) V {
return V{
X: v.X + o.X,
Y: v.Y + o.Y,
Z: v.Z + o.Z,
}
}
func (v V) Sub(o V) V {
return V{
X: v.X - o.X,
Y: v.Y - o.Y,
Z: v.Z - o.Z,
}
}
func (v V) Dot(o V) float64 {
return v.X*o.X + v.Y*o.Y + v.Z*o.Z
}
func (v V) Cross(o V) V {
return V{
X: v.Y*o.Z - v.Z*o.Y,
Y: v.Z*o.X - v.X*o.Z,
Z: v.X*o.Y - v.Y*o.X,
}
}
func (v V) MulScalar(o float64) V {
return V{
X: v.X * o,
Y: v.Y * o,
Z: v.Z * o,
}
}
func (v V) DivScalar(o float64) V {
return V{
X: v.X / o,
Y: v.Y / o,
Z: v.Z / o,
}
}
// Norm is the 2 norm or the Euclidean norm
func (v V) Norm() float64 {
return math.Sqrt(v.X*v.X + v.Y*v.Y + v.Z*v.Z)
}
func (v V) GreatCircleDistance(o V) float64 {
d := v.Dot(o)
if d == 0 {
return math.Pi / 2
}
dist := math.Atan(v.Cross(o).Norm() / d)
if d < 0 {
return math.Pi + dist
}
return dist
}
func (v V) Unit() V {
return v.DivScalar(v.Norm())
}
func (v V) Rotate(q Q) V {
return q.Rotate(v)
}
func (v V) String() string {
return fmt.Sprintf("{%v, %v, %v}", v.X, v.Y, v.Z)
}
func (v V) RawBytes() []byte {
var buf [24]byte
binary.BigEndian.PutUint64(buf[:8], math.Float64bits(v.X))
binary.BigEndian.PutUint64(buf[8:16], math.Float64bits(v.Y))
binary.BigEndian.PutUint64(buf[16:], math.Float64bits(v.Z))
return buf[:]
}
func (v V) Project() (x, y float64) {
x = v.X / (1 - v.Z)
y = v.Y / (1 - v.Z)
return
}
func (v V) ProjectGSD() (x, y float64) {
if v.X == 0 && v.Y == 0 {
if v.Z == 1 {
x = 0
y = 0
return
} else if v.Z == -1 {
x = 0
y = math.Pi
return
}
}
x, y = v.Project()
n := V{X: x, Y: y}
scaled := n.Unit().MulScalar(v.GreatCircleDistance(V{Z: 1}))
return scaled.X, scaled.Y
}
func (v V) ShortestRotation(o V) Q {
d := v.Dot(o)
if d > 0.999999 {
return Q{I: math.Pi, J: 0, K: 0, R: 0}
} else if d < -0.999999 {
return Q{I: 0, J: 0, K: 0, R: 1}
} else {
v0 := v.Cross(o)
return Q{I: v0.X, J: v0.Y, K: v0.Z, R: d}
}
}
func (v V) Equals(o V) bool {
return v.X == o.X && v.Y == o.Y && v.Z == o.Z
}
// Random unit vector on a sphere
// TODO: needed?
func RandomVector() V {
v := V{X: 1}
return v.Rotate(RandomQuaternion())
}