Point3->Int3; new Float3 type
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1e029903a6
commit
02d91f9d23
8 changed files with 116 additions and 44 deletions
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@ -17,13 +17,13 @@ func init() {
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// Actor handles basic movement.
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type Actor struct {
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CollisionDomain string // id of component to look for colliders inside of
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Pos, Size Point3
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Pos, Size Int3
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xRem, yRem, zRem float64
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game *Game
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}
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func (a *Actor) CollidesAt(p Point3) bool {
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func (a *Actor) CollidesAt(p Int3) bool {
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bounds := Box{Min: p, Max: p.Add(a.Size)}
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for c := range a.game.Query(a.CollisionDomain, ColliderType) {
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if c.(Collider).CollidesWith(bounds) {
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@ -4,7 +4,7 @@ import "image"
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// Box describes an axis-aligned rectangular prism.
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type Box struct {
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Min, Max Point3
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Min, Max Int3
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}
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// String returns a string representation of b like "(3,4,5)-(6,5,8)".
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@ -32,7 +32,7 @@ func (b Box) Overlaps(c Box) bool {
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}
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// Size returns b's width, height, and depth.
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func (b Box) Size() Point3 {
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func (b Box) Size() Int3 {
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return b.Max.Sub(b.Min)
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}
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@ -35,7 +35,7 @@ type Camera struct {
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// PointAt points the camera at a particular centre point and zoom, but adjusts
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// for the bounds of the child component (if available).
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func (c *Camera) PointAt(centre Point3, zoom float64) {
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func (c *Camera) PointAt(centre Int3, zoom float64) {
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// Special sauce: if Child has a BoundingRect, make some adjustments
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bnd, ok := c.Child.(Bounder)
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if !ok {
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@ -41,6 +41,7 @@ type Game struct {
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Hidden
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ScreenSize image.Point
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Root interface{} // typically a *Scene or SceneRef though
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VoxelScale Float3
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dbmu sync.RWMutex
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byID map[string]Identifier // Named components by ID
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@ -6,8 +6,8 @@ import "image"
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type IntMatrix3 [3][3]int
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// Apply applies the matrix to a vector to obtain a transformed vector.
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func (a IntMatrix3) Apply(v Point3) Point3 {
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return Point3{
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func (a IntMatrix3) Apply(v Int3) Int3 {
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return Int3{
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X: v.X*a[0][0] + v.Y*a[0][1] + v.Z*a[0][2],
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Y: v.X*a[1][0] + v.Y*a[1][1] + v.Z*a[1][2],
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Z: v.X*a[2][0] + v.Y*a[2][1] + v.Z*a[2][2],
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@ -40,19 +40,19 @@ func (a IntMatrix3) Concat(b IntMatrix3) IntMatrix3 {
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type IntMatrix3x4 [3][4]int
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// Apply applies the matrix to a vector to obtain a transformed vector.
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func (a IntMatrix3x4) Apply(v Point3) Point3 {
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return Point3{
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func (a IntMatrix3x4) Apply(v Int3) Int3 {
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return Int3{
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X: v.X*a[0][0] + v.Y*a[0][1] + v.Z*a[0][2] + a[0][3],
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Y: v.X*a[1][0] + v.Y*a[1][1] + v.Z*a[1][2] + a[1][3],
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Z: v.X*a[2][0] + v.Y*a[2][1] + v.Z*a[2][2] + a[2][3],
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}
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}
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// IntMatrix2x3 implements a 2 row, 3 column matrix (as two Point3 row vectors).
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type IntMatrix2x3 [2]Point3
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// IntMatrix2x3 implements a 2 row, 3 column matrix (as two row vectors).
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type IntMatrix2x3 [2]Int3
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// Apply applies the matrix to a vector to obtain a transformed vector.
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func (a IntMatrix2x3) Apply(v Point3) image.Point {
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func (a IntMatrix2x3) Apply(v Int3) image.Point {
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return image.Point{
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X: v.Dot(a[0]),
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Y: v.Dot(a[1]),
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119
engine/point.go
119
engine/point.go
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@ -1,77 +1,78 @@
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package engine
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import (
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"fmt"
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"image"
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"strconv"
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)
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// Point3 is a an element of int^3.
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type Point3 struct {
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// Int3 is a an element of int^3.
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type Int3 struct {
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X, Y, Z int
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}
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// Pt3(x, y, z) is shorthand for Point3{x, y, z}.
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func Pt3(x, y, z int) Point3 {
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return Point3{x, y, z}
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// Pt3(x, y, z) is shorthand for Int3{x, y, z}.
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func Pt3(x, y, z int) Int3 {
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return Int3{x, y, z}
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}
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// String returns a string representation of p like "(3,4,5)".
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func (p Point3) String() string {
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func (p Int3) String() string {
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return "(" + strconv.Itoa(p.X) + "," + strconv.Itoa(p.Y) + "," + strconv.Itoa(p.Z) + ")"
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}
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// XY applies the Z-forgetting projection. (It returns just X and Y.)
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func (p Point3) XY() image.Point {
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func (p Int3) XY() image.Point {
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return image.Point{p.X, p.Y}
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}
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// Add performs vector addition.
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func (p Point3) Add(q Point3) Point3 {
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return Point3{p.X + q.X, p.Y + q.Y, p.Z + q.Z}
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func (p Int3) Add(q Int3) Int3 {
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return Int3{p.X + q.X, p.Y + q.Y, p.Z + q.Z}
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}
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// Sub performs vector subtraction.
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func (p Point3) Sub(q Point3) Point3 {
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func (p Int3) Sub(q Int3) Int3 {
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return p.Add(q.Neg())
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}
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// CMul performs componentwise multiplication.
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func (p Point3) CMul(q Point3) Point3 {
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return Point3{p.X * q.X, p.Y * q.Y, p.Z * q.Z}
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func (p Int3) CMul(q Int3) Int3 {
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return Int3{p.X * q.X, p.Y * q.Y, p.Z * q.Z}
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}
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// Mul performs scalar multiplication.
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func (p Point3) Mul(k int) Point3 {
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return Point3{p.X * k, p.Y * k, p.Z * k}
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func (p Int3) Mul(k int) Int3 {
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return Int3{p.X * k, p.Y * k, p.Z * k}
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}
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// CDiv performs componentwise division.
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func (p Point3) CDiv(q Point3) Point3 {
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return Point3{p.X / q.X, p.Y / q.Y, p.Z / q.Z}
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func (p Int3) CDiv(q Int3) Int3 {
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return Int3{p.X / q.X, p.Y / q.Y, p.Z / q.Z}
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}
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// Div performs scalar division by k.
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func (p Point3) Div(k int) Point3 {
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return Point3{p.X / k, p.Y / k, p.Z / k}
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func (p Int3) Div(k int) Int3 {
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return Int3{p.X / k, p.Y / k, p.Z / k}
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}
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// Neg returns the vector pointing in the opposite direction.
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func (p Point3) Neg() Point3 {
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return Point3{-p.X, -p.Y, -p.Z}
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func (p Int3) Neg() Int3 {
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return Int3{-p.X, -p.Y, -p.Z}
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}
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// Coord returns the components of the vector.
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func (p Point3) Coord() (x, y, z int) {
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func (p Int3) Coord() (x, y, z int) {
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return p.X, p.Y, p.Z
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}
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// Sign returns a sign vector.
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func (p Point3) Sign() Point3 {
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return Point3{sign(p.X), sign(p.Y), sign(p.Z)}
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func (p Int3) Sign() Int3 {
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return Int3{sign(p.X), sign(p.Y), sign(p.Z)}
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}
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// Dot returns the dot product of the two vectors.
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func (p Point3) Dot(q Point3) int {
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func (p Int3) Dot(q Int3) int {
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return p.X*q.X + p.Y*q.Y + p.Z*q.Z
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}
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@ -84,3 +85,73 @@ func sign(m int) int {
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}
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return 1
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}
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func signf(m float64) float64 {
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if m == 0 {
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return 0
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}
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if m < 0 {
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return -1
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}
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return 1
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}
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// Float3 is an element of float64^3.
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type Float3 struct {
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X, Y, Z float64
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}
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// String returns a string representation of p like "(3.0,4.0,5.0)".
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func (p Float3) String() string {
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return fmt.Sprintf("(%f,%f,%f)", p.X, p.Y, p.Z)
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}
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// Add performs vector addition.
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func (p Float3) Add(q Float3) Float3 {
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return Float3{p.X + q.X, p.Y + q.Y, p.Z + q.Z}
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}
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// Sub performs vector subtraction.
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func (p Float3) Sub(q Float3) Float3 {
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return p.Add(q.Neg())
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}
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// CMul performs componentwise multiplication.
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func (p Float3) CMul(q Float3) Float3 {
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return Float3{p.X * q.X, p.Y * q.Y, p.Z * q.Z}
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}
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// Mul performs scalar multiplication.
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func (p Float3) Mul(k float64) Float3 {
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return Float3{p.X * k, p.Y * k, p.Z * k}
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}
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// CDiv performs componentwise division.
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func (p Float3) CDiv(q Float3) Float3 {
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return Float3{p.X / q.X, p.Y / q.Y, p.Z / q.Z}
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}
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// Div performs scalar division by k.
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func (p Float3) Div(k float64) Float3 {
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return Float3{p.X / k, p.Y / k, p.Z / k}
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}
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// Neg returns the vector pointing in the opposite direction.
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func (p Float3) Neg() Float3 {
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return Float3{-p.X, -p.Y, -p.Z}
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}
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// Coord returns the components of the vector.
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func (p Float3) Coord() (x, y, z float64) {
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return p.X, p.Y, p.Z
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}
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// Sign returns a sign vector.
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func (p Float3) Sign() Float3 {
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return Float3{signf(p.X), signf(p.Y), signf(p.Z)}
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}
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// Dot returns the dot product of the two vectors.
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func (p Float3) Dot(q Float3) float64 {
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return p.X*q.X + p.Y*q.Y + p.Z*q.Z
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}
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@ -33,12 +33,12 @@ type PrismMap struct {
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Disabled
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Hidden
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Map map[Point3]*Prism // pos -> prism
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DrawOrderBias image.Point // dot with pos.XY() = bias value
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DrawOffset image.Point // offset applies to whole map
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PosToDraw IntMatrix2x3 // p.pos -> drawspace (before offset and camera and ...)
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PosToWorld IntMatrix3x4 // p.pos -> worldspace
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PrismSize Point3 // in worldspace
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Map map[Int3]*Prism // pos -> prism
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DrawOrderBias image.Point // dot with pos.XY() = bias value
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DrawOffset image.Point // offset applies to whole map
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PosToDraw IntMatrix2x3 // p.pos -> drawspace (before offset and camera and ...)
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PosToWorld IntMatrix3x4 // p.pos -> worldspace
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PrismSize Int3 // in worldspace
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Sheet Sheet
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}
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@ -65,7 +65,7 @@ func (m *PrismMap) Transform(pt Transform) (tf Transform) {
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type Prism struct {
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Cell int
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pos Point3
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pos Int3
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pm *PrismMap
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}
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@ -8,7 +8,7 @@ type IntProjection image.Point
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//
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// If π.X = 0, the x returned is p.X; similarly for π.Y and y.
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// Otherwise, x projects to x + z/π.X and y projects to y + z/π.Y.
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func (π IntProjection) Project(p Point3) image.Point {
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func (π IntProjection) Project(p Int3) image.Point {
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/*
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I'm using the π character because I'm a maths wanker.
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