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vecn.go
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// This file is generated from mgl32/vecn.go; DO NOT EDIT
// Copyright 2014 The go-gl Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package mgl64
import (
"math"
)
// VecN represents a vector of N elements backed by a slice.
//
// As with MatMxN, this is not for hardcore linear algebra with large dimensions. Use github.com/gonum/matrix
// or something like BLAS/LAPACK for that. This is for corner cases in 3D math where you require
// something a little bigger that 4D, but still relatively small.
//
// This VecN uses several sync.Pool objects as a memory pool. The rule is that for any sized vector, the backing slice
// has CAPACITY (not length) of 2^p where p is Ceil(log_2(N)) -- or in other words, rounding up the base-2
// log of the size of the vector. E.G. a VecN of size 17 will have a backing slice of Cap 32.
type VecN struct {
vec []float64
}
// NewVecNFromData creates a new vector with a backing slice filled with the contents
// of initial. It is NOT backed by initial, but rather a slice with cap
// 2^p where p is Ceil(log_2(len(initial))), with the data from initial copied into
// it.
func NewVecNFromData(initial []float64) *VecN {
if initial == nil {
return &VecN{}
}
var internal []float64
if shouldPool {
internal = grabFromPool(len(initial))
} else {
internal = make([]float64, len(initial))
}
copy(internal, initial)
return &VecN{vec: internal}
}
// NewVecN creates a new vector with a backing slice of
// 2^p where p = Ceil(log_2(n))
func NewVecN(n int) *VecN {
if shouldPool {
return &VecN{vec: grabFromPool(n)}
} else {
return &VecN{vec: make([]float64, n)}
}
}
// Raw returns the raw slice backing the VecN
//
// This may be sent back to the memory pool at any time
// and you aren't advised to rely on this value
func (vn VecN) Raw() []float64 {
return vn.vec
}
// Get the element at index i from the vector. This does not bounds check, and
// will panic if i is out of range.
func (vn VecN) Get(i int) float64 {
return vn.vec[i]
}
// Set the element at index i to val.
func (vn *VecN) Set(i int, val float64) {
vn.vec[i] = val
}
// Sends the allocated memory through the callback if it exists
func (vn *VecN) destroy() {
if vn == nil || vn.vec == nil {
return
}
if shouldPool {
returnToPool(vn.vec)
}
vn.vec = nil
}
// Resize the underlying slice to the desired amount, reallocating or retrieving
// from the pool if necessary. The values after a Resize cannot be expected to
// be related to the values before a Resize.
//
// If the caller is a nil pointer, this returns a value as if NewVecN(n) had
// been called, otherwise it simply returns the caller.
func (vn *VecN) Resize(n int) *VecN {
if vn == nil {
return NewVecN(n)
}
if n <= cap(vn.vec) {
if vn.vec != nil {
vn.vec = vn.vec[:n]
} else {
vn.vec = []float64{}
}
return vn
}
if shouldPool && vn.vec != nil {
returnToPool(vn.vec)
}
*vn = (*NewVecN(n))
return vn
}
// SetBackingSlice sets the vector's backing slice to the given
// new one.
func (vn *VecN) SetBackingSlice(newSlice []float64) {
vn.vec = newSlice
}
// Size returns the len of the vector's underlying slice.
// This is not titled Len because it conflicts the package's
// convention of calling the Norm the Len.
func (vn *VecN) Size() int {
return len(vn.vec)
}
// Cap Returns the cap of the vector's underlying slice.
func (vn *VecN) Cap() int {
return cap(vn.vec)
}
// Zero sets the vector's size to n and zeroes out the vector.
// If n is bigger than the vector's size, it will realloc.
func (vn *VecN) Zero(n int) {
vn.Resize(n)
for i := range vn.vec {
vn.vec[i] = 0
}
}
// Add adds vn and addend, storing the result in dst.
// If dst does not have sufficient size it will be resized
// Dst may be one of the other arguments. If dst is nil, it will be allocated.
// The value returned is dst, for easier method chaining
//
// If vn and addend are not the same size, this function will add min(vn.Size(), addend.Size())
// elements.
func (vn *VecN) Add(dst *VecN, subtrahend *VecN) *VecN {
if vn == nil || subtrahend == nil {
return nil
}
size := intMin(len(vn.vec), len(subtrahend.vec))
dst = dst.Resize(size)
for i := 0; i < size; i++ {
dst.vec[i] = vn.vec[i] + subtrahend.vec[i]
}
return dst
}
// Sub subtracts addend from vn, storing the result in dst.
// If dst does not have sufficient size it will be resized
// Dst may be one of the other arguments. If dst is nil, it will be allocated.
// The value returned is dst, for easier method chaining
//
// If vn and addend are not the same size, this function will add min(vn.Size(), addend.Size())
// elements.
func (vn *VecN) Sub(dst *VecN, addend *VecN) *VecN {
if vn == nil || addend == nil {
return nil
}
size := intMin(len(vn.vec), len(addend.vec))
dst = dst.Resize(size)
for i := 0; i < size; i++ {
dst.vec[i] = vn.vec[i] - addend.vec[i]
}
return dst
}
// Cross takes the binary cross product of vn and other, and stores it in dst.
// If either vn or other are not of size 3 this function will panic
//
// If dst is not of sufficient size, or is nil, a new slice is allocated.
// Dst is permitted to be one of the other arguments
func (vn *VecN) Cross(dst *VecN, other *VecN) *VecN {
if vn == nil || other == nil {
return nil
}
if len(vn.vec) != 3 || len(other.vec) != 3 {
panic("Cannot take binary cross product of non-3D elements (7D cross product not implemented)")
}
dst = dst.Resize(3)
dst.vec[0], dst.vec[1], dst.vec[2] = vn.vec[1]*other.vec[2]-vn.vec[2]*other.vec[1], vn.vec[2]*other.vec[0]-vn.vec[0]*other.vec[2], vn.vec[0]*other.vec[1]-vn.vec[1]*other.vec[0]
return dst
}
func intMin(a, b int) int {
if a < b {
return a
}
return b
}
// Dot computes the dot product of two VecNs, if
// the two vectors are not of the same length -- this
// will return NaN.
func (vn *VecN) Dot(other *VecN) float64 {
if vn == nil || other == nil || len(vn.vec) != len(other.vec) {
return float64(math.NaN())
}
var result float64 = 0.0
for i, el := range vn.vec {
result += el * other.vec[i]
}
return result
}
// Len computes the vector length (also called the Norm) of the
// vector. Equivalent to math.Sqrt(vn.Dot(vn)) with the appropriate
// type conversions.
//
// If vn is nil, this returns NaN
func (vn *VecN) Len() float64 {
if vn == nil {
return float64(math.NaN())
}
if len(vn.vec) == 0 {
return 0
}
return float64(math.Sqrt(float64(vn.Dot(vn))))
}
// LenSqr returns the vector's square length. This is equivalent to the sum of the squares of all elements.
func (vn *VecN) LenSqr() float64 {
if vn == nil {
return float64(math.NaN())
}
if len(vn.vec) == 0 {
return 0
}
return vn.Dot(vn)
}
// Normalize the vector and stores the result in dst, which
// will be returned. Dst will be appropraitely resized to the
// size of vn.
//
// The destination can be vn itself and nothing will go wrong.
//
// This is equivalent to vn.Mul(dst, 1/vn.Len())
func (vn *VecN) Normalize(dst *VecN) *VecN {
if vn == nil {
return nil
}
return vn.Mul(dst, 1/vn.Len())
}
// Mul multiplies the vector by some scalar value and stores the result in dst,
// which will be returned. Dst will be appropriately resized to the size of vn.
//
// The destination can be vn itself and nothing will go wrong.
func (vn *VecN) Mul(dst *VecN, c float64) *VecN {
if vn == nil {
return nil
}
dst = dst.Resize(len(vn.vec))
for i, el := range vn.vec {
dst.vec[i] = el * c
}
return dst
}
// OuterProd performs the vector outer product between vn and v2.
// The outer product is like a "reverse" dot product. Where the dot product
// aligns both vectors with the "sized" part facing "inward" (Vec3*Vec3=Mat1x3*Mat3x1=Mat1x1=Scalar).
// The outer product multiplied them with it facing "outward"
// (Vec3*Vec3=Mat3x1*Mat1x3=Mat3x3).
//
// The matrix dst will be Reshaped to the correct size, if vn or v2 are nil,
// this returns nil.
func (vn *VecN) OuterProd(dst *MatMxN, v2 *VecN) *MatMxN {
if vn == nil || v2 == nil {
return nil
}
dst = dst.Reshape(len(vn.vec), len(v2.vec))
for c, el1 := range v2.vec {
for r, el2 := range vn.vec {
dst.Set(r, c, el1*el2)
}
}
return dst
}
// ApproxEqual returns whether the two vectors are approximately equal (See
// FloatEqual).
func (vn *VecN) ApproxEqual(vn2 *VecN) bool {
if vn == nil || vn2 == nil || len(vn.vec) != len(vn2.vec) {
return false
}
for i, el := range vn.vec {
if !FloatEqual(el, vn2.vec[i]) {
return false
}
}
return true
}
// ApproxEqualThreshold returns whether the two vectors are approximately equal
// to within the given threshold given by "epsilon" (See ApproxEqualThreshold).
func (vn *VecN) ApproxEqualThreshold(vn2 *VecN, epsilon float64) bool {
if vn == nil || vn2 == nil || len(vn.vec) != len(vn2.vec) {
return false
}
for i, el := range vn.vec {
if !FloatEqualThreshold(el, vn2.vec[i], epsilon) {
return false
}
}
return true
}
// ApproxEqualFunc returns whether the two vectors are approximately equal,
// given a function which compares two scalar elements.
func (vn *VecN) ApproxEqualFunc(vn2 *VecN, comp func(float64, float64) bool) bool {
if vn == nil || vn2 == nil || len(vn.vec) != len(vn2.vec) {
return false
}
for i, el := range vn.vec {
if !comp(el, vn2.vec[i]) {
return false
}
}
return true
}
// Vec2 constructs a 2-dimensional vector by discarding coordinates.
func (vn *VecN) Vec2() Vec2 {
raw := vn.Raw()
return Vec2{raw[0], raw[1]}
}
// Vec3 constructs a 3-dimensional vector by discarding coordinates.
func (vn *VecN) Vec3() Vec3 {
raw := vn.Raw()
return Vec3{raw[0], raw[1], raw[2]}
}
// Vec4 constructs a 4-dimensional vector by discarding coordinates.
func (vn *VecN) Vec4() Vec4 {
raw := vn.Raw()
return Vec4{raw[0], raw[1], raw[2], raw[3]}
}