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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/r2"; var p,q r2.Vec; var f float64; p.Add(q) -> r2.Add(p, q); p.Sub(q) -> r2.Sub(p, q); p.Scale(f) -> r2.Scale(f, p); p.Dot(q) -> r2.Dot(p, q); p.Cross(q) -> r2.Cross(p, q); p.Rotate(f, q) -> r2.Rotate(p, f, q); } ``` Updates gonum/gonum#1553.
114 lines
2.3 KiB
Go
114 lines
2.3 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 r2
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import "math"
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// Vec is a 2D vector.
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type Vec struct {
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X, Y 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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}
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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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}
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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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}
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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
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}
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// Cross returns the cross product p×q.
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func Cross(p, q Vec) float64 {
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return p.X*q.Y - p.Y*q.X
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}
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// Rotate returns a new vector, rotated by alpha around the provided point, q.
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func Rotate(p Vec, alpha float64, q Vec) Vec {
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return NewRotation(alpha, q).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).
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func Norm(p Vec) float64 {
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return math.Hypot(p.X, p.Y)
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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.
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func Norm2(p Vec) float64 {
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return p.X*p.X + p.Y*p.Y
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}
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// Unit returns the unit vector colinear to p.
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// Unit returns {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 {
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return Vec{X: math.NaN(), Y: 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 2D bounding box.
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type Box struct {
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Min, Max Vec
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}
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// Rotation describes a rotation in 2D.
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type Rotation struct {
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sin, cos float64
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p Vec
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}
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// NewRotation creates a rotation by alpha, around p.
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func NewRotation(alpha float64, p Vec) Rotation {
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if alpha == 0 {
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return Rotation{sin: 0, cos: 1, p: p}
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}
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sin, cos := math.Sincos(alpha)
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return Rotation{sin: sin, cos: cos, p: p}
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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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o := Sub(p, r.p)
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return Add(Vec{
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X: (o.X*r.cos - o.Y*r.sin),
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Y: (o.X*r.sin + o.Y*r.cos),
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}, r.p)
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}
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func (r Rotation) isIdentity() bool {
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return r.sin == 0 && r.cos == 1
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}
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