646 lines
17 KiB
Go
646 lines
17 KiB
Go
package pixel
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import (
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"fmt"
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"math"
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)
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// Clamp returns x clamped to the interval [min, max].
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//
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// If x is less than min, min is returned. If x is more than max, max is returned. Otherwise, x is
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// returned.
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func Clamp(x, min, max float64) float64 {
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if x < min {
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return min
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}
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if x > max {
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return max
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}
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return x
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}
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// Vec is a 2D vector type with X and Y coordinates.
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//
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// Create vectors with the V constructor:
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//
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// u := pixel.V(1, 2)
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// v := pixel.V(8, -3)
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//
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// Use various methods to manipulate them:
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//
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// w := u.Add(v)
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// fmt.Println(w) // Vec(9, -1)
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// fmt.Println(u.Sub(v)) // Vec(-7, 5)
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// u = pixel.V(2, 3)
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// v = pixel.V(8, 1)
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// if u.X < 0 {
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// fmt.Println("this won't happen")
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// }
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// x := u.Unit().Dot(v.Unit())
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type Vec struct {
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X, Y float64
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}
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// ZV is a zero vector.
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var ZV = Vec{0, 0}
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// V returns a new 2D vector with the given coordinates.
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func V(x, y float64) Vec {
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return Vec{x, y}
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}
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// Unit returns a vector of length 1 facing the given angle.
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func Unit(angle float64) Vec {
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return Vec{1, 0}.Rotated(angle)
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}
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// String returns the string representation of the vector u.
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//
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// u := pixel.V(4.5, -1.3)
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// u.String() // returns "Vec(4.5, -1.3)"
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// fmt.Println(u) // Vec(4.5, -1.3)
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func (u Vec) String() string {
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return fmt.Sprintf("Vec(%v, %v)", u.X, u.Y)
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}
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// XY returns the components of the vector in two return values.
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func (u Vec) XY() (x, y float64) {
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return u.X, u.Y
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}
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// Add returns the sum of vectors u and v.
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func (u Vec) Add(v Vec) Vec {
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return Vec{
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u.X + v.X,
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u.Y + v.Y,
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}
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}
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// Sub returns the difference betweeen vectors u and v.
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func (u Vec) Sub(v Vec) Vec {
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return Vec{
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u.X - v.X,
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u.Y - v.Y,
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}
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}
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// Floor converts x and y to their integer equivalents.
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func (u Vec) Floor() Vec {
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return Vec{
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math.Floor(u.X),
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math.Floor(u.Y),
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}
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}
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// To returns the vector from u to v. Equivalent to v.Sub(u).
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func (u Vec) To(v Vec) Vec {
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return Vec{
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v.X - u.X,
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v.Y - u.Y,
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}
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}
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// Scaled returns the vector u multiplied by c.
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func (u Vec) Scaled(c float64) Vec {
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return Vec{u.X * c, u.Y * c}
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}
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// ScaledXY returns the vector u multiplied by the vector v component-wise.
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func (u Vec) ScaledXY(v Vec) Vec {
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return Vec{u.X * v.X, u.Y * v.Y}
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}
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// Len returns the length of the vector u.
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func (u Vec) Len() float64 {
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return math.Hypot(u.X, u.Y)
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}
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// Angle returns the angle between the vector u and the x-axis. The result is in range [-Pi, Pi].
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func (u Vec) Angle() float64 {
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return math.Atan2(u.Y, u.X)
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}
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// Unit returns a vector of length 1 facing the direction of u (has the same angle).
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func (u Vec) Unit() Vec {
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if u.X == 0 && u.Y == 0 {
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return Vec{1, 0}
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}
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return u.Scaled(1 / u.Len())
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}
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// Rotated returns the vector u rotated by the given angle in radians.
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func (u Vec) Rotated(angle float64) Vec {
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sin, cos := math.Sincos(angle)
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return Vec{
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u.X*cos - u.Y*sin,
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u.X*sin + u.Y*cos,
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}
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}
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// Normal returns a vector normal to u. Equivalent to u.Rotated(math.Pi / 2), but faster.
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func (u Vec) Normal() Vec {
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return Vec{-u.Y, u.X}
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}
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// Dot returns the dot product of vectors u and v.
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func (u Vec) Dot(v Vec) float64 {
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return u.X*v.X + u.Y*v.Y
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}
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// Cross return the cross product of vectors u and v.
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func (u Vec) Cross(v Vec) float64 {
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return u.X*v.Y - v.X*u.Y
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}
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// Project returns a projection (or component) of vector u in the direction of vector v.
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//
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// Behaviour is undefined if v is a zero vector.
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func (u Vec) Project(v Vec) Vec {
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len := u.Dot(v) / v.Len()
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return v.Unit().Scaled(len)
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}
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// Map applies the function f to both x and y components of the vector u and returns the modified
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// vector.
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//
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// u := pixel.V(10.5, -1.5)
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// v := u.Map(math.Floor) // v is Vec(10, -2), both components of u floored
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func (u Vec) Map(f func(float64) float64) Vec {
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return Vec{
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f(u.X),
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f(u.Y),
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}
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}
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// Lerp returns a linear interpolation between vectors a and b.
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//
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// This function basically returns a point along the line between a and b and t chooses which one.
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// If t is 0, then a will be returned, if t is 1, b will be returned. Anything between 0 and 1 will
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// return the appropriate point between a and b and so on.
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func Lerp(a, b Vec, t float64) Vec {
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return a.Scaled(1 - t).Add(b.Scaled(t))
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}
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// Rect is a 2D rectangle aligned with the axes of the coordinate system. It is defined by two
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// points, Min and Max.
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//
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// The invariant should hold, that Max's components are greater or equal than Min's components
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// respectively.
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type Rect struct {
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Min, Max Vec
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}
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// R returns a new Rect with given the Min and Max coordinates.
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//
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// Note that the returned rectangle is not automatically normalized.
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func R(minX, minY, maxX, maxY float64) Rect {
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return Rect{
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Min: Vec{minX, minY},
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Max: Vec{maxX, maxY},
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}
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}
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// String returns the string representation of the Rect.
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//
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// r := pixel.R(100, 50, 200, 300)
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// r.String() // returns "Rect(100, 50, 200, 300)"
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// fmt.Println(r) // Rect(100, 50, 200, 300)
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func (r Rect) String() string {
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return fmt.Sprintf("Rect(%v, %v, %v, %v)", r.Min.X, r.Min.Y, r.Max.X, r.Max.Y)
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}
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// Norm returns the Rect in normal form, such that Max is component-wise greater or equal than Min.
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func (r Rect) Norm() Rect {
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return Rect{
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Min: Vec{
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math.Min(r.Min.X, r.Max.X),
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math.Min(r.Min.Y, r.Max.Y),
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},
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Max: Vec{
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math.Max(r.Min.X, r.Max.X),
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math.Max(r.Min.Y, r.Max.Y),
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},
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}
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}
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// W returns the width of the Rect.
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func (r Rect) W() float64 {
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return r.Max.X - r.Min.X
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}
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// H returns the height of the Rect.
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func (r Rect) H() float64 {
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return r.Max.Y - r.Min.Y
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}
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// Size returns the vector of width and height of the Rect.
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func (r Rect) Size() Vec {
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return V(r.W(), r.H())
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}
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// Area returns the area of r. If r is not normalized, area may be negative.
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func (r Rect) Area() float64 {
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return r.W() * r.H()
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}
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// Center returns the position of the center of the Rect.
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func (r Rect) Center() Vec {
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return Lerp(r.Min, r.Max, 0.5)
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}
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// Moved returns the Rect moved (both Min and Max) by the given vector delta.
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func (r Rect) Moved(delta Vec) Rect {
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return Rect{
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Min: r.Min.Add(delta),
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Max: r.Max.Add(delta),
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}
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}
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// Resized returns the Rect resized to the given size while keeping the position of the given
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// anchor.
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//
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// r.Resized(r.Min, size) // resizes while keeping the position of the lower-left corner
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// r.Resized(r.Max, size) // same with the top-right corner
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// r.Resized(r.Center(), size) // resizes around the center
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//
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// This function does not make sense for resizing a rectangle of zero area and will panic. Use
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// ResizedMin in the case of zero area.
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func (r Rect) Resized(anchor, size Vec) Rect {
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if r.W()*r.H() == 0 {
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panic(fmt.Errorf("(%T).Resize: zero area", r))
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}
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fraction := Vec{size.X / r.W(), size.Y / r.H()}
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return Rect{
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Min: anchor.Add(r.Min.Sub(anchor).ScaledXY(fraction)),
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Max: anchor.Add(r.Max.Sub(anchor).ScaledXY(fraction)),
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}
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}
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// ResizedMin returns the Rect resized to the given size while keeping the position of the Rect's
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// Min.
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//
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// Sizes of zero area are safe here.
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func (r Rect) ResizedMin(size Vec) Rect {
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return Rect{
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Min: r.Min,
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Max: r.Min.Add(size),
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}
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}
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// Contains checks whether a vector u is contained within this Rect (including it's borders).
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func (r Rect) Contains(u Vec) bool {
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return r.Min.X <= u.X && u.X <= r.Max.X && r.Min.Y <= u.Y && u.Y <= r.Max.Y
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}
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// Union returns the minimal Rect which covers both r and s. Rects r and s must be normalized.
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func (r Rect) Union(s Rect) Rect {
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return R(
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math.Min(r.Min.X, s.Min.X),
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math.Min(r.Min.Y, s.Min.Y),
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math.Max(r.Max.X, s.Max.X),
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math.Max(r.Max.Y, s.Max.Y),
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)
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}
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// Intersect returns the maximal Rect which is covered by both r and s. Rects r and s must be normalized.
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//
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// If r and s don't overlap, this function returns R(0, 0, 0, 0).
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func (r Rect) Intersect(s Rect) Rect {
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t := R(
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math.Max(r.Min.X, s.Min.X),
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math.Max(r.Min.Y, s.Min.Y),
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math.Min(r.Max.X, s.Max.X),
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math.Min(r.Max.Y, s.Max.Y),
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)
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if t.Min.X >= t.Max.X || t.Min.Y >= t.Max.Y {
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return Rect{}
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}
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return t
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}
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// IntersectCircle returns a minimal required Vector, such that moving the circle by that vector would stop the Circle
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// and the Rect intersecting. This function returns a zero-vector if the Circle and Rect do not overlap, and if only
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// the perimeters touch.
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//
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// This function will return a non-zero vector if:
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// - The Rect contains the Circle, partially or fully
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// - The Circle contains the Rect, partially of fully
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func (r Rect) IntersectCircle(c Circle) Vec {
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return c.IntersectRect(r).Scaled(-1)
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}
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// Circle is a 2D circle. It is defined by two properties:
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// - Center vector
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// - Radius float64
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type Circle struct {
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Center Vec
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Radius float64
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}
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// C returns a new Circle with the given radius and center coordinates.
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//
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// Note that a negative radius is valid.
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func C(center Vec, radius float64) Circle {
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return Circle{
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Center: center,
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Radius: radius,
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}
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}
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// String returns the string representation of the Circle.
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//
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// c := pixel.C(10.1234, pixel.ZV)
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// c.String() // returns "Circle(10.12, Vec(0, 0))"
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// fmt.Println(c) // Circle(10.12, Vec(0, 0))
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func (c Circle) String() string {
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return fmt.Sprintf("Circle(%s, %.2f)", c.Center, c.Radius)
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}
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// Norm returns the Circle in normalized form - this sets the radius to its absolute value.
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//
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// c := pixel.C(-10, pixel.ZV)
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// c.Norm() // returns pixel.Circle{pixel.Vec{0, 0}, 10}
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func (c Circle) Norm() Circle {
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return Circle{
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Center: c.Center,
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Radius: math.Abs(c.Radius),
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}
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}
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// Area returns the area of the Circle.
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func (c Circle) Area() float64 {
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return math.Pi * math.Pow(c.Radius, 2)
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}
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// Moved returns the Circle moved by the given vector delta.
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func (c Circle) Moved(delta Vec) Circle {
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return Circle{
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Center: c.Center.Add(delta),
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Radius: c.Radius,
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}
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}
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// Resized returns the Circle resized by the given delta. The Circles center is use as the anchor.
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//
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// c := pixel.C(pixel.ZV, 10)
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// c.Resized(-5) // returns pixel.Circle{pixel.Vec{0, 0}, 5}
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// c.Resized(25) // returns pixel.Circle{pixel.Vec{0, 0}, 35}
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func (c Circle) Resized(radiusDelta float64) Circle {
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return Circle{
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Center: c.Center,
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Radius: c.Radius + radiusDelta,
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}
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}
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// Contains checks whether a vector `u` is contained within this Circle (including it's perimeter).
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func (c Circle) Contains(u Vec) bool {
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toCenter := c.Center.To(u)
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return c.Radius >= toCenter.Len()
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}
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// maxCircle will return the larger circle based on the radius.
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func maxCircle(c, d Circle) Circle {
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if c.Radius < d.Radius {
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return d
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}
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return c
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}
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// minCircle will return the smaller circle based on the radius.
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func minCircle(c, d Circle) Circle {
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if c.Radius < d.Radius {
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return c
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}
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return d
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}
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// Union returns the minimal Circle which covers both `c` and `d`.
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func (c Circle) Union(d Circle) Circle {
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biggerC := maxCircle(c.Norm(), d.Norm())
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smallerC := minCircle(c.Norm(), d.Norm())
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// Get distance between centers
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dist := c.Center.To(d.Center).Len()
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// If the bigger Circle encompasses the smaller one, we have the result
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if dist+smallerC.Radius <= biggerC.Radius {
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return biggerC
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}
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// Calculate radius for encompassing Circle
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r := (dist + biggerC.Radius + smallerC.Radius) / 2
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// Calculate center for encompassing Circle
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theta := .5 + (biggerC.Radius-smallerC.Radius)/(2*dist)
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center := Lerp(smallerC.Center, biggerC.Center, theta)
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return Circle{
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Center: center,
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Radius: r,
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}
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}
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// Intersect returns the maximal Circle which is covered by both `c` and `d`.
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//
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// If `c` and `d` don't overlap, this function returns a zero-sized circle at the centerpoint between the two Circle's
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// centers.
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func (c Circle) Intersect(d Circle) Circle {
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// Check if one of the circles encompasses the other; if so, return that one
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biggerC := maxCircle(c.Norm(), d.Norm())
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smallerC := minCircle(c.Norm(), d.Norm())
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if biggerC.Radius >= biggerC.Center.To(smallerC.Center).Len()+smallerC.Radius {
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return biggerC
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}
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// Calculate the midpoint between the two radii
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// Distance between centers
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dist := c.Center.To(d.Center).Len()
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// Difference between radii
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diff := dist - (c.Radius + d.Radius)
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// Distance from c.Center to the weighted midpoint
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distToMidpoint := c.Radius + 0.5*diff
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// Weighted midpoint
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center := Lerp(c.Center, d.Center, distToMidpoint/dist)
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// No need to calculate radius if the circles do not overlap
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if c.Center.To(d.Center).Len() >= c.Radius+d.Radius {
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return C(center, 0)
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}
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radius := c.Center.To(d.Center).Len() - (c.Radius + d.Radius)
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return Circle{
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Center: center,
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Radius: math.Abs(radius),
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}
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}
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// IntersectRect returns a minimal required Vector, such that moving the circle by that vector would stop the Circle
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// and the Rect intersecting. This function returns a zero-vector if the Circle and Rect do not overlap, and if only
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// the perimeters touch.
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//
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// This function will return a non-zero vector if:
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// - The Rect contains the Circle, partially or fully
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// - The Circle contains the Rect, partially of fully
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func (c Circle) IntersectRect(r Rect) Vec {
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// Checks if the c.Center is not in the diagonal quadrants of the rectangle
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if (r.Min.X <= c.Center.X && c.Center.X <= r.Max.X) || (r.Min.Y <= c.Center.Y && c.Center.Y <= r.Max.Y) {
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// 'grow' the Rect by c.Radius in each orthagonal
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grown := Rect{Min: r.Min.Sub(V(c.Radius, c.Radius)), Max: r.Max.Add(V(c.Radius, c.Radius))}
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if !grown.Contains(c.Center) {
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// c.Center not close enough to overlap, return zero-vector
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return ZV
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}
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// Get minimum distance to travel out of Rect
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rToC := r.Center().To(c.Center)
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h := c.Radius - math.Abs(rToC.X) + (r.W() / 2)
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v := c.Radius - math.Abs(rToC.Y) + (r.H() / 2)
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if rToC.X < 0 {
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h = -h
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}
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if rToC.Y < 0 {
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v = -v
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}
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// No intersect
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if h == 0 && v == 0 {
|
|
return ZV
|
|
}
|
|
|
|
if math.Abs(h) > math.Abs(v) {
|
|
// Vertical distance shorter
|
|
return V(0, v)
|
|
}
|
|
return V(h, 0)
|
|
} else {
|
|
// The center is in the diagonal quadrants
|
|
|
|
// Helper points to make code below easy to read.
|
|
rectTopLeft := V(r.Min.X, r.Max.Y)
|
|
rectBottomRight := V(r.Max.X, r.Min.Y)
|
|
|
|
// Check for overlap.
|
|
if !(c.Contains(r.Min) || c.Contains(r.Max) || c.Contains(rectTopLeft) || c.Contains(rectBottomRight)) {
|
|
// No overlap.
|
|
return ZV
|
|
}
|
|
|
|
var centerToCorner Vec
|
|
if c.Center.To(r.Min).Len() <= c.Radius {
|
|
// Closest to bottom-left
|
|
centerToCorner = c.Center.To(r.Min)
|
|
}
|
|
if c.Center.To(r.Max).Len() <= c.Radius {
|
|
// Closest to top-right
|
|
centerToCorner = c.Center.To(r.Max)
|
|
}
|
|
if c.Center.To(rectTopLeft).Len() <= c.Radius {
|
|
// Closest to top-left
|
|
centerToCorner = c.Center.To(rectTopLeft)
|
|
}
|
|
if c.Center.To(rectBottomRight).Len() <= c.Radius {
|
|
// Closest to bottom-right
|
|
centerToCorner = c.Center.To(rectBottomRight)
|
|
}
|
|
|
|
cornerToCircumferenceLen := c.Radius - centerToCorner.Len()
|
|
|
|
return centerToCorner.Unit().Scaled(cornerToCircumferenceLen)
|
|
}
|
|
}
|
|
|
|
// Matrix is a 2x3 affine matrix that can be used for all kinds of spatial transforms, such
|
|
// as movement, scaling and rotations.
|
|
//
|
|
// Matrix has a handful of useful methods, each of which adds a transformation to the matrix. For
|
|
// example:
|
|
//
|
|
// pixel.IM.Moved(pixel.V(100, 200)).Rotated(pixel.ZV, math.Pi/2)
|
|
//
|
|
// This code creates a Matrix that first moves everything by 100 units horizontally and 200 units
|
|
// vertically and then rotates everything by 90 degrees around the origin.
|
|
//
|
|
// Layout is:
|
|
// [0] [2] [4]
|
|
// [1] [3] [5]
|
|
// 0 0 1 (implicit row)
|
|
type Matrix [6]float64
|
|
|
|
// IM stands for identity matrix. Does nothing, no transformation.
|
|
var IM = Matrix{1, 0, 0, 1, 0, 0}
|
|
|
|
// String returns a string representation of the Matrix.
|
|
//
|
|
// m := pixel.IM
|
|
// fmt.Println(m) // Matrix(1 0 0 | 0 1 0)
|
|
func (m Matrix) String() string {
|
|
return fmt.Sprintf(
|
|
"Matrix(%v %v %v | %v %v %v)",
|
|
m[0], m[2], m[4],
|
|
m[1], m[3], m[5],
|
|
)
|
|
}
|
|
|
|
// Moved moves everything by the delta vector.
|
|
func (m Matrix) Moved(delta Vec) Matrix {
|
|
m[4], m[5] = m[4]+delta.X, m[5]+delta.Y
|
|
return m
|
|
}
|
|
|
|
// ScaledXY scales everything around a given point by the scale factor in each axis respectively.
|
|
func (m Matrix) ScaledXY(around Vec, scale Vec) Matrix {
|
|
m[4], m[5] = m[4]-around.X, m[5]-around.Y
|
|
m[0], m[2], m[4] = m[0]*scale.X, m[2]*scale.X, m[4]*scale.X
|
|
m[1], m[3], m[5] = m[1]*scale.Y, m[3]*scale.Y, m[5]*scale.Y
|
|
m[4], m[5] = m[4]+around.X, m[5]+around.Y
|
|
return m
|
|
}
|
|
|
|
// Scaled scales everything around a given point by the scale factor.
|
|
func (m Matrix) Scaled(around Vec, scale float64) Matrix {
|
|
return m.ScaledXY(around, V(scale, scale))
|
|
}
|
|
|
|
// Rotated rotates everything around a given point by the given angle in radians.
|
|
func (m Matrix) Rotated(around Vec, angle float64) Matrix {
|
|
sint, cost := math.Sincos(angle)
|
|
m[4], m[5] = m[4]-around.X, m[5]-around.Y
|
|
m = m.Chained(Matrix{cost, sint, -sint, cost, 0, 0})
|
|
m[4], m[5] = m[4]+around.X, m[5]+around.Y
|
|
return m
|
|
}
|
|
|
|
// Chained adds another Matrix to this one. All tranformations by the next Matrix will be applied
|
|
// after the transformations of this Matrix.
|
|
func (m Matrix) Chained(next Matrix) Matrix {
|
|
return Matrix{
|
|
next[0]*m[0] + next[2]*m[1],
|
|
next[1]*m[0] + next[3]*m[1],
|
|
next[0]*m[2] + next[2]*m[3],
|
|
next[1]*m[2] + next[3]*m[3],
|
|
next[0]*m[4] + next[2]*m[5] + next[4],
|
|
next[1]*m[4] + next[3]*m[5] + next[5],
|
|
}
|
|
}
|
|
|
|
// Project applies all transformations added to the Matrix to a vector u and returns the result.
|
|
//
|
|
// Time complexity is O(1).
|
|
func (m Matrix) Project(u Vec) Vec {
|
|
return Vec{m[0]*u.X + m[2]*u.Y + m[4], m[1]*u.X + m[3]*u.Y + m[5]}
|
|
}
|
|
|
|
// Unproject does the inverse operation to Project.
|
|
//
|
|
// Time complexity is O(1).
|
|
func (m Matrix) Unproject(u Vec) Vec {
|
|
det := m[0]*m[3] - m[2]*m[1]
|
|
return Vec{
|
|
(m[3]*(u.X-m[4]) - m[2]*(u.Y-m[5])) / det,
|
|
(-m[1]*(u.X-m[4]) + m[0]*(u.Y-m[5])) / det,
|
|
}
|
|
}
|