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// Copyright ©2019 The Gonum 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 r3
import "math"
// Vec is a 3D vector.
type Vec struct {
X, Y, Z float64
}
// Add returns the vector sum of p and q.
func (p Vec) Add(q Vec) Vec {
p.X += q.X
p.Y += q.Y
p.Z += q.Z
return p
}
// Sub returns the vector sum of p and -q.
func (p Vec) Sub(q Vec) Vec {
p.X -= q.X
p.Y -= q.Y
p.Z -= q.Z
return p
}
// Scale returns the vector p scaled by f.
func (p Vec) Scale(f float64) Vec {
p.X *= f
p.Y *= f
p.Z *= f
return p
}
// Dot returns the dot product p·q.
func (p Vec) Dot(q Vec) float64 {
return p.X*q.X + p.Y*q.Y + p.Z*q.Z
}
// Cross returns the cross product p×q.
func (p Vec) Cross(q Vec) Vec {
return Vec{
p.Y*q.Z - p.Z*q.Y,
p.Z*q.X - p.X*q.Z,
p.X*q.Y - p.Y*q.X,
}
}
// Norm returns the Euclidean norm of p
// |p| = sqrt(p_x^2 + p_y^2 + p_z^2).
func Norm(p Vec) float64 {
return math.Hypot(p.X, math.Hypot(p.Y, p.Z))
}
// Norm returns the Euclidean squared norm of p
// |p|^2 = p_x^2 + p_y^2 + p_z^2.
func Norm2(p Vec) float64 {
return p.X*p.X + p.Y*p.Y + p.Z*p.Z
}
// Unit returns the unit vector colinear to p.
// Unit returns {NaN,NaN,NaN} for the zero vector.
func Unit(p Vec) Vec {
if p.X == 0 && p.Y == 0 && p.Z == 0 {
return Vec{X: math.NaN(), Y: math.NaN(), Z: math.NaN()}
}
return p.Scale(1 / Norm(p))
}
// Cos returns the cosine of the opening angle between p and q.
func Cos(p, q Vec) float64 {
return p.Dot(q) / (Norm(p) * Norm(q))
}
// Box is a 3D bounding box.
type Box struct {
Min, Max Vec
}