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spatial/r3: harmonize Vec API with num/quat.Number
Migration to the new API can be achieved with this rsc.io/rf script: ``` rf ex { import "gonum.org/v1/gonum/spatial/r3"; var p,q r3.Vec; var f float64; p.Add(q) -> r3.Add(p, q); p.Sub(q) -> r3.Sub(p, q); p.Scale(f) -> r3.Scale(f, p); p.Dot(q) -> r3.Dot(p, q); p.Cross(q) -> r3.Cross(p, q); p.Rotate(f, q) -> r3.Rotate(p, f, q); } ``` Updates gonum/gonum#1553.
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@@ -16,36 +16,39 @@ type Vec struct {
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}
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// Add returns the vector sum of p and q.
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func (p Vec) Add(q Vec) Vec {
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p.X += q.X
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p.Y += q.Y
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p.Z += q.Z
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return p
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func Add(p, q Vec) Vec {
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return Vec{
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X: p.X + q.X,
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Y: p.Y + q.Y,
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Z: p.Z + q.Z,
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}
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}
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// Sub returns the vector sum of p and -q.
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func (p Vec) Sub(q Vec) Vec {
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p.X -= q.X
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p.Y -= q.Y
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p.Z -= q.Z
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return p
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func Sub(p, q Vec) Vec {
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return Vec{
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X: p.X - q.X,
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Y: p.Y - q.Y,
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Z: p.Z - q.Z,
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}
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}
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// Scale returns the vector p scaled by f.
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func (p Vec) Scale(f float64) Vec {
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p.X *= f
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p.Y *= f
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p.Z *= f
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return p
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func Scale(f float64, p Vec) Vec {
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return Vec{
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X: f * p.X,
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Y: f * p.Y,
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Z: f * p.Z,
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}
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}
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// Dot returns the dot product p·q.
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func (p Vec) Dot(q Vec) float64 {
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func Dot(p, q Vec) float64 {
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return p.X*q.X + p.Y*q.Y + p.Z*q.Z
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}
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// Cross returns the cross product p×q.
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func (p Vec) Cross(q Vec) Vec {
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func Cross(p, q Vec) Vec {
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return Vec{
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p.Y*q.Z - p.Z*q.Y,
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p.Z*q.X - p.X*q.Z,
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@@ -54,7 +57,7 @@ func (p Vec) Cross(q Vec) Vec {
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}
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// Rotate returns a new vector, rotated by alpha around the provided axis.
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func (p Vec) Rotate(alpha float64, axis Vec) Vec {
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func Rotate(p Vec, alpha float64, axis Vec) Vec {
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return NewRotation(alpha, axis).Rotate(p)
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}
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@@ -76,12 +79,12 @@ func Unit(p Vec) Vec {
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if p.X == 0 && p.Y == 0 && p.Z == 0 {
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return Vec{X: math.NaN(), Y: math.NaN(), Z: math.NaN()}
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}
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return p.Scale(1 / Norm(p))
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return Scale(1/Norm(p), p)
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}
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// Cos returns the cosine of the opening angle between p and q.
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func Cos(p, q Vec) float64 {
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return p.Dot(q) / (Norm(p) * Norm(q))
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return Dot(p, q) / (Norm(p) * Norm(q))
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}
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// Box is a 3D bounding box.
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