• golang 三维向量相关操作


    package vector
    
    import (
        "math"
        "fmt"
    )// 三维向量:(x,y,z)
    type Vector3 struct {
        X float64    `json:"x"`
        Y float64    `json:"y"`
        Z float64    `json:"z"`
    }
    
    func (this *Vector3)Equal(v Vector3) bool {
        return this.X == v.X && this.Y == v.Y && this.Z == v.Z
    }
    
    // 三维向量:设值
    func (this *Vector3)Set(x, y, z float64) {
        this.X = x
        this.Y = y
        this.Z = z
    }
    // 三维向量:拷贝
    func (this *Vector3)Clone() Vector3 {
        return NewVector3(this.X, this.Y, this.Z)
    }
    
    // 三维向量:加上
    // this = this + v
    func (this *Vector3)Add(v Vector3) {
        this.X += v.X
        this.Y += v.Y
        this.Z += v.Z
    }
    
    // 三维向量:减去
    // this = this - v
    func (this *Vector3)Sub(v Vector3) {
        this.X -= v.X
        this.Y -= v.Y
        this.Z -= v.Z
    }
    
    // 三维向量:数乘
    func (this *Vector3)Multiply(scalar float64) {
        this.X *= scalar
        this.Y *= scalar
        this.Z *= scalar
    }
    
    func (this *Vector3)Divide(scalar float64) {
        if scalar == 0 {
            panic("分母不能为零!")
        }
        this.Multiply(1 / scalar)
    }
    
    // 三维向量:点积
    func (this *Vector3)Dot(v Vector3) float64 {
        return this.X * v.X + this.Y * v.Y + this.Z * v.Z
    }
    
    // 三维向量:叉积
    func (this *Vector3)Cross(v Vector3) {
        x, y, z := this.X, this.Y, this.Z
        this.X = y * v.Z - z * v.Y;
        this.Y = z * v.X - x * v.Z;
        this.Z = x * v.Y - y * v.X;
    }
    
    // 三维向量:长度
    func (this *Vector3)Length() float64 {
        return math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z)
    }
    
    // 三维向量:长度平方
    func (this *Vector3)LengthSq() float64 {
        return this.X * this.X + this.Y * this.Y + this.Z * this.Z
    }
    
    // 三维向量:单位化
    func (this *Vector3)Normalize() {
        this.Divide(this.Length())
    }
    
    // 返回:新向量
    func NewVector3(x, y, z float64) Vector3 {
        return Vector3{X:x, Y:y, Z:z}
    }
    
    // 返回:零向量(0,0,0)
    func Zero3() Vector3 {
        return Vector3{X:0, Y:0, Z:0}
    }
    // X 轴 单位向量
    func XAxis3() Vector3 {
        return Vector3{X:1, Y:0, Z:0}
    }
    // Y 轴 单位向量
    func YAxis3() Vector3 {
        return Vector3{X:0, Y:1, Z:0}
    }
    
    // Z 轴 单位向量
    func ZAxis3() Vector3 {
        return Vector3{X:0, Y:0, Z:1}
    }
    func XYAxis3() Vector3 {
        return Vector3{X:1, Y:1, Z:0}
    }
    func XZAxis3() Vector3 {
        return Vector3{X:1, Y:0, Z:1}
    }
    func YZAxis3() Vector3 {
        return Vector3{X:0, Y:1, Z:1}
    }
    func XYZAxis3() Vector3 {
        return Vector3{X:1, Y:1, Z:1}
    }
    
    // 返回:a + b 向量
    func Add3(a, b Vector3) Vector3 {
        return Vector3{X:a.X + b.X, Y:a.Y + b.Y, Z:a.Z + b.Z}
    }
    
    // 返回:a - b 向量
    func Sub3(a, b Vector3) Vector3 {
        return Vector3{X:a.X - b.X, Y:a.Y - b.Y, Z:a.Z - b.Z}
    }
    
    // 返回:a X b 向量 (X 叉乘)
    func Cross3(a, b Vector3) Vector3 {
        return Vector3{X:a.Y * b.Z - a.Z * b.Y, Y:a.Z * b.X - a.X * b.Z, Z:a.X * b.Y - a.Y * b.X}
    }
    
    func AddArray3(vs []Vector3, dv Vector3) []Vector3 {
        for i,_ := range vs {
            vs[i].Add(dv)
        }
        return vs
    }
    
    func Multiply3(v Vector3,scalars []float64) []Vector3 {
        vs := []Vector3{}
        for _,value := range scalars {
            vector := v.Clone()
            vector.Multiply(value)
            vs = append(vs, vector)
        }
        return vs
    }
    
    // 返回:单位化向量
    func Normalize3(a Vector3) Vector3 {
        b := a.Clone()
        b.Normalize()
        return b
    }//求两点间距离
    func GetDistance(a Vector3,b Vector3) float64{
        return math.Sqrt(math.Pow(a.X - b.X, 2) + math.Pow(a.Y - b.Y, 2) + math.Pow(a.Z - b.Z, 2))
    }
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  • 原文地址:https://www.cnblogs.com/zheng123/p/9648868.html
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