mirror of
https://github.com/superseriousbusiness/gotosocial
synced 2025-06-05 21:59:39 +02:00
Grand test fixup (#138)
* start fixing up tests * fix up tests + automate with drone * fiddle with linting * messing about with drone.yml * some more fiddling * hmmm * add cache * add vendor directory * verbose * ci updates * update some little things * update sig
This commit is contained in:
20
vendor/github.com/golang/geo/r3/doc.go
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vendor/github.com/golang/geo/r3/doc.go
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// Copyright 2014 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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/*
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Package r3 implements types and functions for working with geometry in ℝ³.
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See ../s2 for a more detailed overview.
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*/
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package r3
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198
vendor/github.com/golang/geo/r3/precisevector.go
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vendor/github.com/golang/geo/r3/precisevector.go
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// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package r3
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import (
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"fmt"
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"math/big"
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)
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const (
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// prec is the number of bits of precision to use for the Float values.
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// To keep things simple, we use the maximum allowable precision on big
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// values. This allows us to handle all values we expect in the s2 library.
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prec = big.MaxPrec
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)
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// define some commonly referenced values.
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var (
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precise0 = precInt(0)
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precise1 = precInt(1)
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)
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// precStr wraps the conversion from a string into a big.Float. For results that
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// actually can be represented exactly, this should only be used on values that
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// are integer multiples of integer powers of 2.
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func precStr(s string) *big.Float {
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// Explicitly ignoring the bool return for this usage.
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f, _ := new(big.Float).SetPrec(prec).SetString(s)
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return f
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}
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func precInt(i int64) *big.Float {
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return new(big.Float).SetPrec(prec).SetInt64(i)
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}
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func precFloat(f float64) *big.Float {
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return new(big.Float).SetPrec(prec).SetFloat64(f)
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}
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func precAdd(a, b *big.Float) *big.Float {
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return new(big.Float).SetPrec(prec).Add(a, b)
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}
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func precSub(a, b *big.Float) *big.Float {
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return new(big.Float).SetPrec(prec).Sub(a, b)
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}
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func precMul(a, b *big.Float) *big.Float {
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return new(big.Float).SetPrec(prec).Mul(a, b)
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}
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// PreciseVector represents a point in ℝ³ using high-precision values.
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// Note that this is NOT a complete implementation because there are some
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// operations that Vector supports that are not feasible with arbitrary precision
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// math. (e.g., methods that need division like Normalize, or methods needing a
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// square root operation such as Norm)
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type PreciseVector struct {
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X, Y, Z *big.Float
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}
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// PreciseVectorFromVector creates a high precision vector from the given Vector.
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func PreciseVectorFromVector(v Vector) PreciseVector {
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return NewPreciseVector(v.X, v.Y, v.Z)
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}
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// NewPreciseVector creates a high precision vector from the given floating point values.
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func NewPreciseVector(x, y, z float64) PreciseVector {
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return PreciseVector{
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X: precFloat(x),
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Y: precFloat(y),
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Z: precFloat(z),
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}
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}
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// Vector returns this precise vector converted to a Vector.
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func (v PreciseVector) Vector() Vector {
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// The accuracy flag is ignored on these conversions back to float64.
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x, _ := v.X.Float64()
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y, _ := v.Y.Float64()
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z, _ := v.Z.Float64()
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return Vector{x, y, z}.Normalize()
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}
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// Equal reports whether v and ov are equal.
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func (v PreciseVector) Equal(ov PreciseVector) bool {
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return v.X.Cmp(ov.X) == 0 && v.Y.Cmp(ov.Y) == 0 && v.Z.Cmp(ov.Z) == 0
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}
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func (v PreciseVector) String() string {
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return fmt.Sprintf("(%10g, %10g, %10g)", v.X, v.Y, v.Z)
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}
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// Norm2 returns the square of the norm.
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func (v PreciseVector) Norm2() *big.Float { return v.Dot(v) }
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// IsUnit reports whether this vector is of unit length.
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func (v PreciseVector) IsUnit() bool {
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return v.Norm2().Cmp(precise1) == 0
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}
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// Abs returns the vector with nonnegative components.
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func (v PreciseVector) Abs() PreciseVector {
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return PreciseVector{
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X: new(big.Float).Abs(v.X),
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Y: new(big.Float).Abs(v.Y),
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Z: new(big.Float).Abs(v.Z),
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}
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}
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// Add returns the standard vector sum of v and ov.
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func (v PreciseVector) Add(ov PreciseVector) PreciseVector {
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return PreciseVector{
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X: precAdd(v.X, ov.X),
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Y: precAdd(v.Y, ov.Y),
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Z: precAdd(v.Z, ov.Z),
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}
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}
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// Sub returns the standard vector difference of v and ov.
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func (v PreciseVector) Sub(ov PreciseVector) PreciseVector {
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return PreciseVector{
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X: precSub(v.X, ov.X),
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Y: precSub(v.Y, ov.Y),
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Z: precSub(v.Z, ov.Z),
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}
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}
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// Mul returns the standard scalar product of v and f.
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func (v PreciseVector) Mul(f *big.Float) PreciseVector {
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return PreciseVector{
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X: precMul(v.X, f),
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Y: precMul(v.Y, f),
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Z: precMul(v.Z, f),
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}
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}
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// MulByFloat64 returns the standard scalar product of v and f.
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func (v PreciseVector) MulByFloat64(f float64) PreciseVector {
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return v.Mul(precFloat(f))
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}
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// Dot returns the standard dot product of v and ov.
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func (v PreciseVector) Dot(ov PreciseVector) *big.Float {
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return precAdd(precMul(v.X, ov.X), precAdd(precMul(v.Y, ov.Y), precMul(v.Z, ov.Z)))
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}
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// Cross returns the standard cross product of v and ov.
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func (v PreciseVector) Cross(ov PreciseVector) PreciseVector {
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return PreciseVector{
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X: precSub(precMul(v.Y, ov.Z), precMul(v.Z, ov.Y)),
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Y: precSub(precMul(v.Z, ov.X), precMul(v.X, ov.Z)),
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Z: precSub(precMul(v.X, ov.Y), precMul(v.Y, ov.X)),
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}
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}
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// LargestComponent returns the axis that represents the largest component in this vector.
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func (v PreciseVector) LargestComponent() Axis {
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t := v.Abs()
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if t.X.Cmp(t.Y) > 0 {
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if t.X.Cmp(t.Z) > 0 {
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return XAxis
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}
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return ZAxis
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}
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if t.Y.Cmp(t.Z) > 0 {
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return YAxis
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}
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return ZAxis
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}
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// SmallestComponent returns the axis that represents the smallest component in this vector.
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func (v PreciseVector) SmallestComponent() Axis {
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t := v.Abs()
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if t.X.Cmp(t.Y) < 0 {
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if t.X.Cmp(t.Z) < 0 {
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return XAxis
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}
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return ZAxis
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}
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if t.Y.Cmp(t.Z) < 0 {
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return YAxis
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}
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return ZAxis
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}
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183
vendor/github.com/golang/geo/r3/vector.go
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vendor/github.com/golang/geo/r3/vector.go
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// Copyright 2014 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package r3
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import (
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"fmt"
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"math"
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"github.com/golang/geo/s1"
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)
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// Vector represents a point in ℝ³.
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type Vector struct {
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X, Y, Z float64
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}
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// ApproxEqual reports whether v and ov are equal within a small epsilon.
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func (v Vector) ApproxEqual(ov Vector) bool {
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const epsilon = 1e-16
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return math.Abs(v.X-ov.X) < epsilon && math.Abs(v.Y-ov.Y) < epsilon && math.Abs(v.Z-ov.Z) < epsilon
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}
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func (v Vector) String() string { return fmt.Sprintf("(%0.24f, %0.24f, %0.24f)", v.X, v.Y, v.Z) }
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// Norm returns the vector's norm.
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func (v Vector) Norm() float64 { return math.Sqrt(v.Dot(v)) }
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// Norm2 returns the square of the norm.
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func (v Vector) Norm2() float64 { return v.Dot(v) }
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// Normalize returns a unit vector in the same direction as v.
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func (v Vector) Normalize() Vector {
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n2 := v.Norm2()
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if n2 == 0 {
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return Vector{0, 0, 0}
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}
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return v.Mul(1 / math.Sqrt(n2))
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}
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// IsUnit returns whether this vector is of approximately unit length.
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func (v Vector) IsUnit() bool {
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const epsilon = 5e-14
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return math.Abs(v.Norm2()-1) <= epsilon
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}
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// Abs returns the vector with nonnegative components.
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func (v Vector) Abs() Vector { return Vector{math.Abs(v.X), math.Abs(v.Y), math.Abs(v.Z)} }
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// Add returns the standard vector sum of v and ov.
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func (v Vector) Add(ov Vector) Vector { return Vector{v.X + ov.X, v.Y + ov.Y, v.Z + ov.Z} }
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// Sub returns the standard vector difference of v and ov.
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func (v Vector) Sub(ov Vector) Vector { return Vector{v.X - ov.X, v.Y - ov.Y, v.Z - ov.Z} }
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// Mul returns the standard scalar product of v and m.
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func (v Vector) Mul(m float64) Vector { return Vector{m * v.X, m * v.Y, m * v.Z} }
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// Dot returns the standard dot product of v and ov.
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func (v Vector) Dot(ov Vector) float64 { return v.X*ov.X + v.Y*ov.Y + v.Z*ov.Z }
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// Cross returns the standard cross product of v and ov.
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func (v Vector) Cross(ov Vector) Vector {
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return Vector{
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v.Y*ov.Z - v.Z*ov.Y,
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v.Z*ov.X - v.X*ov.Z,
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v.X*ov.Y - v.Y*ov.X,
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}
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}
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// Distance returns the Euclidean distance between v and ov.
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func (v Vector) Distance(ov Vector) float64 { return v.Sub(ov).Norm() }
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// Angle returns the angle between v and ov.
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func (v Vector) Angle(ov Vector) s1.Angle {
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return s1.Angle(math.Atan2(v.Cross(ov).Norm(), v.Dot(ov))) * s1.Radian
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}
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// Axis enumerates the 3 axes of ℝ³.
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type Axis int
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// The three axes of ℝ³.
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const (
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XAxis Axis = iota
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YAxis
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ZAxis
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)
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// Ortho returns a unit vector that is orthogonal to v.
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// Ortho(-v) = -Ortho(v) for all v.
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func (v Vector) Ortho() Vector {
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ov := Vector{0.012, 0.0053, 0.00457}
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switch v.LargestComponent() {
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case XAxis:
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ov.Z = 1
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case YAxis:
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ov.X = 1
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default:
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ov.Y = 1
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}
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return v.Cross(ov).Normalize()
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}
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// LargestComponent returns the axis that represents the largest component in this vector.
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func (v Vector) LargestComponent() Axis {
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t := v.Abs()
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if t.X > t.Y {
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if t.X > t.Z {
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return XAxis
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}
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return ZAxis
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}
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if t.Y > t.Z {
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return YAxis
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}
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return ZAxis
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}
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// SmallestComponent returns the axis that represents the smallest component in this vector.
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func (v Vector) SmallestComponent() Axis {
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t := v.Abs()
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if t.X < t.Y {
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if t.X < t.Z {
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return XAxis
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}
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return ZAxis
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}
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if t.Y < t.Z {
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return YAxis
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}
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return ZAxis
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}
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// Cmp compares v and ov lexicographically and returns:
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//
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// -1 if v < ov
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// 0 if v == ov
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// +1 if v > ov
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//
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// This method is based on C++'s std::lexicographical_compare. Two entities
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// are compared element by element with the given operator. The first mismatch
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// defines which is less (or greater) than the other. If both have equivalent
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// values they are lexicographically equal.
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func (v Vector) Cmp(ov Vector) int {
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if v.X < ov.X {
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return -1
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}
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if v.X > ov.X {
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return 1
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}
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// First elements were the same, try the next.
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if v.Y < ov.Y {
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return -1
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}
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if v.Y > ov.Y {
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return 1
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}
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// Second elements were the same return the final compare.
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if v.Z < ov.Z {
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return -1
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}
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if v.Z > ov.Z {
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return 1
|
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}
|
||||
|
||||
// Both are equal
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||||
return 0
|
||||
}
|
Reference in New Issue
Block a user