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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.
141 lines
3.2 KiB
Go
141 lines
3.2 KiB
Go
// Copyright ©2019 The Gonum Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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package r3
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import (
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"math"
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"gonum.org/v1/gonum/num/quat"
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)
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// Vec is a 3D vector.
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type Vec struct {
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X, Y, Z float64
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}
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// Add returns the vector sum of p and q.
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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 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 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 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 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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p.X*q.Y - p.Y*q.X,
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}
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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 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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// Norm returns the Euclidean norm of p
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// |p| = sqrt(p_x^2 + p_y^2 + p_z^2).
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func Norm(p Vec) float64 {
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return math.Hypot(p.X, math.Hypot(p.Y, p.Z))
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}
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// Norm returns the Euclidean squared norm of p
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// |p|^2 = p_x^2 + p_y^2 + p_z^2.
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func Norm2(p Vec) float64 {
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return p.X*p.X + p.Y*p.Y + p.Z*p.Z
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}
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// Unit returns the unit vector colinear to p.
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// Unit returns {NaN,NaN,NaN} for the zero vector.
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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 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 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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type Box struct {
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Min, Max Vec
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}
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// TODO: possibly useful additions to the current rotation API:
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// - create rotations from Euler angles (NewRotationFromEuler?)
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// - create rotations from rotation matrices (NewRotationFromMatrix?)
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// - return the equivalent Euler angles from a Rotation
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// - return the equivalent rotation matrix from a Rotation
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//
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// Euler angles have issues (see [1] for a discussion).
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// We should think carefully before adding them in.
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// [1]: http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/
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// Rotation describes a rotation in space.
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type Rotation quat.Number
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// NewRotation creates a rotation by alpha, around axis.
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func NewRotation(alpha float64, axis Vec) Rotation {
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if alpha == 0 {
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return Rotation{Real: 1}
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}
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q := raise(axis)
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sin, cos := math.Sincos(0.5 * alpha)
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q = quat.Scale(sin/quat.Abs(q), q)
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q.Real += cos
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if len := quat.Abs(q); len != 1 {
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q = quat.Scale(1/len, q)
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}
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return Rotation(q)
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}
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// Rotate returns the rotated vector according to the definition of rot.
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func (r Rotation) Rotate(p Vec) Vec {
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if r.isIdentity() {
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return p
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}
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qq := quat.Number(r)
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pp := quat.Mul(quat.Mul(qq, raise(p)), quat.Conj(qq))
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return Vec{X: pp.Imag, Y: pp.Jmag, Z: pp.Kmag}
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}
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func (r Rotation) isIdentity() bool {
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return r == Rotation{Real: 1}
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}
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func raise(p Vec) quat.Number {
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return quat.Number{Imag: p.X, Jmag: p.Y, Kmag: p.Z}
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}
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