package geo import ( "math" ) // A N-Dimensional Vector with components (x, y, z, ...) based on the origin type Vector []float64 // New Vector from components func NewVector(components ...float64) Vector { return components } // New Vector of length and pointing in the direction of angle func NewVectorFromProperties(length float64, angleInRadians float64) Vector { return NewVector( length*math.Sin(angleInRadians), length*math.Cos(angleInRadians), ) } // Creates a Vector by extending the length of the current one by length func (a Vector) AddLength(length float64) Vector { return a.Unit().Multiply(a.Length() + length) } func (a Vector) Add(b Vector) Vector { c := []float64{} for i := 0; i < len(a); i++ { c = append(c, a[i]+b[i]) } return c } func (a Vector) Minus(b Vector) Vector { c := []float64{} for i := 0; i < len(a); i++ { c = append(c, a[i]-b[i]) } return c } func (a Vector) Multiply(v float64) Vector { c := []float64{} for i := 0; i < len(a); i++ { c = append(c, a[i]*v) } return c } func (a Vector) Length() float64 { sum := 0.0 for _, comp := range a { sum += comp * comp } return math.Sqrt(sum) } // Creates an unit Vector pointing in the same direction of this Vector func (a Vector) Unit() Vector { return a.Multiply(1 / a.Length()) } func (a Vector) ToPoint() *Point { return &Point{a[0], a[1]} } // return the line (x1,y1) -> (x2,y2) rotated 90% counter-clockwise (left) func getNormalVector(x1, y1, x2, y2 float64) (float64, float64) { return y1 - y2, x2 - x1 } func GetUnitNormalVector(x1, y1, x2, y2 float64) (float64, float64) { normalX, normalY := getNormalVector(x1, y1, x2, y2) length := EuclideanDistance(x1, y1, x2, y2) return normalX / length, normalY / length } func (a Vector) Radians() float64 { return float64(float32(math.Atan2(a[1], a[0]))) } func (a Vector) Degrees() float64 { return a.Radians() * 180 / math.Pi } func (a Vector) Reverse() Vector { return a.Multiply(-1) }