package govector import ( "math" ) type Rect2d struct { A Point2d `json:A` B Point2d `json:B` } type Vector2d struct { X float32 `json:"x"` Y float32 `json:"y"` } type Point2d struct { X float32 `json:"x"` Y float32 `json:"y"` } const Epsilon = 1e-7 const Rad2deg = 180 / math.Pi const Deg2rad = math.Pi / 180 func (p1 Point2d) Sub(p2 Point2d) Vector2d { return Vector2d{p1.X - p2.X, p1.Y - p2.Y} } func (p Point2d) Add(v Vector2d) Point2d { return Point2d{p.X + v.X, p.Y + v.Y} } func (v Vector2d) Mag() float32 { return float32(math.Abs(math.Sqrt(float64(v.X*v.X) + float64(v.Y*v.Y)))) } func (v Vector2d) PopPop() float32 { return v.Mag() } func (v Vector2d) Scale(s float32) Vector2d { return Vector2d{v.X * s, v.Y * s} } func (v1 Vector2d) Cross(v2 Vector2d) float32 { return v1.X*v2.Y - v1.Y*v2.X } func (v1 Vector2d) Dot(v2 Vector2d) float32 { return (v1.X * v2.X) + (v1.Y * v2.Y) } func (v1 Vector2d) Rotate(a float32) Vector2d { x := float64(v1.X)*math.Cos(float64(a)) - float64(v1.Y)*math.Sin(float64(a)) y := float64(v1.X)*math.Sin(float64(a)) + float64(v1.Y)*math.Cos(float64(a)) return Vector2d{float32(x), float32(y)} } func Intersection(p1, p2 Point2d, v1, v2 Vector2d) (bool, Point2d) { t := p2.Sub(p1).Cross(v2) / v1.Cross(v2) s := p2.Sub(p1).Cross(v1) / v1.Cross(v2) if t >= 0 && t <= 1 && s >= 0 && s <= 1 { return true, p1.Add(v1.Scale(t)) } return false, Point2d{0, 0} } func PointInRect(p Point2d, r Rect2d) bool { return (p.X > r.A.X) && (p.X < r.B.X) && (p.Y > r.A.Y) && (p.Y < r.B.Y) } func RectIntersection(r Rect2d, p Point2d, v Vector2d) (bool, bool, Point2d) { collision := false inside := false start_inside := PointInRect(p, r) end_inside := PointInRect(p.Add(v), r) if start_inside && end_inside { inside = true return collision, inside, Point2d{X: 0, Y: 0} } else { wall_left, col1 := Intersection(p, r.A, v, Vector2d{X: 0, Y: r.B.Y}) if wall_left { return wall_left, inside, col1 } wall_top, col2 := Intersection(p, r.A, v, Vector2d{X: r.B.X, Y: 0}) if wall_top { return wall_top, inside, col2 } wall_right, col3 := Intersection(p, r.B, v, Vector2d{X: 0, Y: -r.B.Y}) if wall_right { return wall_right, inside, col3 } wall_bottom, col4 := Intersection(p, r.B, v, Vector2d{X: -r.B.X, Y: 0}) if wall_bottom { return wall_bottom, inside, col4 } return false, false, Point2d{X: 0, Y: 0} } } func (v Vector2d) Normalize() Vector2d { if v.X == 0 && v.Y == 0 { return v } m := v.Mag() return Vector2d{v.X / m, v.Y / m} } func Distance(p1, p2 Point2d) float32 { return p1.Sub(p2).Mag() } func Angle(v1, v2 Vector2d) float32 { x := (v1.Dot(v2) / (v1.Mag() * v2.Mag())) angle := math.Acos(float64(x)) if math.IsNaN(angle) { if math.Abs(float64(v1.X-v2.X)) > Epsilon { return 180.0 } else { return 0 } } // Determine the sign to see what direction // the angle should go in if v1.Y*v2.X > v1.X*v2.Y { angle = angle * -1.0 } return float32(angle) }