backport imgui goodies from gl02
This commit is contained in:
parent
74283d7147
commit
13649fad18
@ -27,6 +27,7 @@ type Game struct {
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fbSize itype.Vec2i
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io imgui.IO
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gui guiState
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paused bool
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}
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122
internal/game/imgui.go
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122
internal/game/imgui.go
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@ -0,0 +1,122 @@
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package game
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import (
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"fmt"
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"log"
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"os"
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"runtime"
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/inkyblackness/imgui-go/v4"
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)
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type guiState struct {
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showLog, showDebugInfo bool
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logFollow bool
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loadChunkFile string
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loadChunkID [2]int32
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saveChunkFile string
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saveChunkID [2]int32
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}
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func (g *Game) initImgui(win *glfw.Window) {
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imgui.CreateContext(nil)
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g.io = imgui.CurrentIO()
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cfg := imgui.NewFontConfig()
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cfg.SetOversampleH(1)
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cfg.SetOversampleV(1)
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cfg.SetPixelSnapH(true)
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g.io.Fonts().AddFontFromMemoryTTFV(asset.Unifont, 16, cfg, g.io.Fonts().GlyphRangesChineseFull())
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igwrap.Init(win)
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g.gui = guiState{
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showLog: true,
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showDebugInfo: false,
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logFollow: true,
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loadChunkFile: "chunk.gob",
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loadChunkID: [2]int32{0, 0},
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saveChunkFile: "chunk.gob",
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saveChunkID: [2]int32{0, 0},
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}
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}
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func (g *Game) imgui() {
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if imgui.BeginV("Player", nil, imgui.WindowFlagsAlwaysAutoResize) {
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pos := g.player.Position()
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vel := g.player.Speed()
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imgui.Text(fmt.Sprintf("Pos: (%.5f, %.5f, %.5f), Vel: (%.5f, %.5f, %.5f)", pos[0], pos[1], pos[2], vel[0], vel[1], vel[2]))
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}
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imgui.End()
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if imgui.BeginV("Go Runtime", nil, imgui.WindowFlagsAlwaysAutoResize) {
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imgui.Text(fmt.Sprintf("%s/%s, compiler: %s", runtime.GOOS, runtime.GOARCH, runtime.Compiler))
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imgui.Text(fmt.Sprintf("NumCPU=%d, NumGOMAXPROCS=%d", runtime.NumCPU(), runtime.GOMAXPROCS(0)))
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imgui.Text(fmt.Sprintf("NumCgoCalls=%d, NumGoroutine=%d", runtime.NumCgoCall(), runtime.NumGoroutine()))
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imgui.Spacing()
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if imgui.ButtonV("!!! PANIC !!!", imgui.Vec2{X: -2, Y: 0}) {
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panic("Manual Panic")
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}
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}
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imgui.End()
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if igwrap.Begin("Logs", &g.gui.showLog, imgui.WindowFlagsMenuBar) {
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if imgui.BeginMenuBar() {
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if imgui.Button("Clear") {
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logs = ""
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}
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if imgui.Button("Add Logs") {
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for i := 0; i < 8; i++ {
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log.Print("Added logs")
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}
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}
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imgui.Checkbox("Autoscroll", &g.gui.logFollow)
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imgui.EndMenuBar()
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}
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imgui.BeginChildV("LogScroll", imgui.Vec2{}, true, 0)
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imgui.Text(logs)
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if g.gui.logFollow && imgui.ScrollY() >= imgui.ScrollMaxY() {
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imgui.SetScrollHereY(1.0)
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}
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imgui.EndChild()
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imgui.End()
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}
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if imgui.Begin("Actions") {
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imgui.Text("Chunks")
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imgui.Separator()
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imgui.InputText("Load Filename", &g.gui.loadChunkFile)
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imgui.SliderInt2("Load ID", &g.gui.loadChunkID, -10, 10)
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if imgui.ButtonV("Load", imgui.Vec2{X: -2, Y: 0}) {
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c := &world.Chunk{}
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f, err := os.Open(g.gui.loadChunkFile)
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if err != nil {
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log.Print("LoadChunk: ", err)
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} else {
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c.LoadFromGobIndexed(f, int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]))
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g.world.SetChunk(int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]), c)
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}
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}
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imgui.Separator()
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imgui.InputText("Save Filename", &g.gui.saveChunkFile)
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imgui.SliderInt2("Save ID", &g.gui.saveChunkID, -10, 10)
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if imgui.ButtonV("Save", imgui.Vec2{X: -2, Y: 0}) {
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c := g.world.Chunks[itype.Vec2i{int(g.gui.saveChunkID[0]), int(g.gui.saveChunkID[1])}]
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f, _ := os.Create(g.gui.saveChunkFile)
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c.WriteToGob(f)
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f.Close()
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}
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imgui.Separator()
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}
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imgui.End()
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}
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@ -1,14 +1,11 @@
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package game
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import (
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"fmt"
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"image/color"
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"log"
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"os"
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"runtime"
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"time"
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/render"
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@ -23,28 +20,6 @@ import (
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var logs string
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type actions struct {
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loadChunkFile string
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loadChunkID [2]int32
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saveChunkFile string
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saveChunkID [2]int32
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}
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var action *actions
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var logFollow *bool
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func init() {
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action = &actions{
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loadChunkFile: "chunk.gob",
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loadChunkID: [2]int32{0, 0},
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saveChunkFile: "chunk.gob",
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saveChunkID: [2]int32{0, 0},
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}
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logFollow = new(bool)
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(*logFollow) = true
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}
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type logger struct{}
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func (logger) Write(b []byte) (n int, err error) {
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@ -103,15 +78,7 @@ func (g *Game) Init(win *glfw.Window) {
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panic(err)
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}
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imgui.CreateContext(nil)
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g.io = imgui.CurrentIO()
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cfg := imgui.NewFontConfig()
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cfg.SetOversampleH(1)
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cfg.SetOversampleV(1)
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cfg.SetPixelSnapH(true)
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g.io.Fonts().AddFontFromMemoryTTFV(asset.Unifont, 16, cfg, g.io.Fonts().GlyphRangesChineseFull())
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igwrap.Init(win)
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g.initImgui(win)
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win.SetCursorPos(float64(width)/2, float64(height)/2)
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@ -249,78 +216,7 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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g.player.SetSpeed(itype.Vec3d{})
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}
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if imgui.BeginV("Player", nil, imgui.WindowFlagsAlwaysAutoResize) {
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pos := g.player.Position()
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vel := g.player.Speed()
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imgui.Text(fmt.Sprintf("Pos: (%.5f, %.5f, %.5f), Vel: (%.5f, %.5f, %.5f)", pos[0], pos[1], pos[2], vel[0], vel[1], vel[2]))
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}
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imgui.End()
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if imgui.BeginV("Go Runtime", nil, imgui.WindowFlagsAlwaysAutoResize) {
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imgui.Text(fmt.Sprintf("%s/%s, compiler: %s", runtime.GOOS, runtime.GOARCH, runtime.Compiler))
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imgui.Text(fmt.Sprintf("NumCPU=%d, NumGOMAXPROCS=%d", runtime.NumCPU(), runtime.GOMAXPROCS(0)))
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imgui.Text(fmt.Sprintf("NumCgoCalls=%d, NumGoroutine=%d", runtime.NumCgoCall(), runtime.NumGoroutine()))
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imgui.Spacing()
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if imgui.ButtonV("!!! PANIC !!!", imgui.Vec2{X: -2, Y: 0}) {
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panic("Manual Panic")
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}
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}
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imgui.End()
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if imgui.BeginV("Logs", nil, imgui.WindowFlagsMenuBar) {
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if imgui.BeginMenuBar() {
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if imgui.Button("Clear") {
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logs = ""
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}
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if imgui.RadioButton("Follow", *logFollow) {
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(*logFollow) = !(*logFollow)
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}
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imgui.EndMenuBar()
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}
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var size *float32
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if size == nil {
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size = new(float32)
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}
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imgui.BeginChildV("LogScroll", imgui.Vec2{}, true, 0)
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imgui.Text(logs)
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if (*size) != imgui.ScrollMaxY() && (*logFollow) {
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imgui.SetScrollY(imgui.ScrollMaxY())
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}
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(*size) = imgui.ScrollMaxY()
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imgui.EndChild()
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}
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imgui.End()
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if imgui.Begin("Actions") {
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imgui.Text("Chunks")
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imgui.Separator()
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imgui.InputText("Load Filename", &action.loadChunkFile)
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imgui.SliderInt2("Load ID", &action.loadChunkID, -10, 10)
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if imgui.ButtonV("Load", imgui.Vec2{X: -2, Y: 0}) {
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c := &world.Chunk{}
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f, err := os.Open(action.loadChunkFile)
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if err != nil {
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log.Print("LoadChunk: ", err)
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} else {
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c.LoadFromGobIndexed(f, int(action.loadChunkID[0]), int(action.loadChunkID[1]))
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g.world.SetChunk(int(action.loadChunkID[0]), int(action.loadChunkID[1]), c)
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}
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}
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imgui.Separator()
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imgui.InputText("Save Filename", &action.saveChunkFile)
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imgui.SliderInt2("Save ID", &action.saveChunkID, -10, 10)
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if imgui.ButtonV("Save", imgui.Vec2{X: -2, Y: 0}) {
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c := g.world.Chunks[itype.Vec2i{int(action.saveChunkID[0]), int(action.saveChunkID[1])}]
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f, _ := os.Create(action.saveChunkFile)
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c.WriteToGob(f)
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f.Close()
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}
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imgui.Separator()
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}
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imgui.End()
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g.imgui()
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}
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// Render, called with a OpenGL context, renders the game.
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13
internal/igwrap/color.go
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13
internal/igwrap/color.go
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@ -0,0 +1,13 @@
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package igwrap
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import "github.com/inkyblackness/imgui-go/v4"
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// Color converts non-premultiplied RGBA color into imgui.Vec4.
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func Color(r, g, b, a uint8) imgui.Vec4 {
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return imgui.Vec4{
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X: float32(r) / 255,
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Y: float32(g) / 255,
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Z: float32(b) / 255,
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W: float32(a) / 255,
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}
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}
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24
internal/igwrap/glyph_ranges.go
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24
internal/igwrap/glyph_ranges.go
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@ -0,0 +1,24 @@
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package igwrap
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import "github.com/inkyblackness/imgui-go/v4"
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var glyphRanges imgui.AllocatedGlyphRanges
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// GlyphRanges returns a custom-built glyph ranges set.
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//
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// The ImGUI context must be already initialized.
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func GlyphRanges() imgui.GlyphRanges {
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if glyphRanges.GlyphRanges == 0 {
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b := &imgui.GlyphRangesBuilder{}
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b.AddExisting(imgui.CurrentIO().Fonts().GlyphRangesChineseFull())
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// Greek
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b.Add(0x0391, 0x03A1)
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b.Add(0x03A3, 0x03FF)
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glyphRanges = b.Build()
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}
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return glyphRanges.GlyphRanges
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}
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205
internal/igwrap/wrap.go
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205
internal/igwrap/wrap.go
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package igwrap
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import (
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"fmt"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"github.com/inkyblackness/imgui-go/v4"
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)
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// MenuItem wraps imgui.MenuItemV to create a
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// easy-to-use and intuitive interface.
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func MenuItem(name, shortcut string, selected *bool, enabled bool) {
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if imgui.MenuItemV(name, shortcut, *selected, enabled) {
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(*selected) = !(*selected)
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}
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}
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// Text wraps imgui.Text to create a
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// shortcut for fmt.Sprintf.
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func Text(format string, a ...interface{}) {
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imgui.Text(fmt.Sprintf(format, a...))
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}
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// Begin wraps imgui.BeginV to create a
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// easy-to-use and intuitive interface.
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//
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// You only need to call End() if the function
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// returns true.
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func Begin(id string, open *bool, flags imgui.WindowFlags) bool {
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// skip if the window is not open
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if !(*open) {
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return false
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}
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ok := imgui.BeginV(id, open, flags)
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if !ok {
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imgui.End()
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}
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return ok
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}
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// Sliderf creates a slider with 1 float32 variable.
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func Sliderf(label string, a *float32, min, max float32) bool {
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f := *a
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ok := imgui.SliderFloat(label, &f, min, max)
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(*a) = f
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return ok
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}
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// Slider2f creates a slider with 2 float32 variables.
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func Slider2f(label string, a, b *float32, min, max float32) bool {
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f := [2]float32{*a, *b}
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ok := imgui.SliderFloat2(label, &f, min, max)
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(*a) = f[0]
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(*b) = f[1]
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return ok
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}
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// Slider3f creates a slider with 3 float32 variables.
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func Slider3f(label string, a, b, c *float32, min, max float32) bool {
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f := [3]float32{*a, *b, *c}
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ok := imgui.SliderFloat3(label, &f, min, max)
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(*a) = f[0]
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(*b) = f[1]
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(*c) = f[2]
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return ok
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}
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// Slider4f creates a slider with 4 float32 variables.
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func Slider4f(label string, a, b, c, d *float32, min, max float32) bool {
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f := [4]float32{*a, *b, *c, *d}
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ok := imgui.SliderFloat4(label, &f, min, max)
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(*a) = f[0]
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(*b) = f[1]
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(*c) = f[2]
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(*d) = f[3]
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return ok
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}
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// Sliderd creates a slider with 1 float64 variable.
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func Sliderd(label string, a *float64, min, max float64) bool {
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f := float32(*a)
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ok := imgui.SliderFloat(label, &f, float32(min), float32(max))
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(*a) = float64(f)
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return ok
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}
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// Slider2d creates a slider with 2 float64 variables.
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func Slider2d(label string, a, b *float64, min, max float64) bool {
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f := [2]float32{float32(*a), float32(*b)}
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ok := imgui.SliderFloat2(label, &f, float32(min), float32(max))
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(*a) = float64(f[0])
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(*b) = float64(f[1])
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return ok
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}
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// Slider3d creates a slider with 3 float64 variables.
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func Slider3d(label string, a, b, c *float64, min, max float64) bool {
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f := [3]float32{float32(*a), float32(*b), float32(*c)}
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ok := imgui.SliderFloat3(label, &f, float32(min), float32(max))
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(*a) = float64(f[0])
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(*b) = float64(f[1])
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(*c) = float64(f[2])
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return ok
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}
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// Slider4d creates a slider with 4 float64 variables.
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func Slider4d(label string, a, b, c, d *float64, min, max float64) bool {
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f := [4]float32{float32(*a), float32(*b), float32(*c), float32(*d)}
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ok := imgui.SliderFloat4(label, &f, float32(min), float32(max))
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(*a) = float64(f[0])
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(*b) = float64(f[1])
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(*c) = float64(f[2])
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(*d) = float64(f[3])
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return ok
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}
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// DragVec2d creates a dragger with a itype.Vec2d.
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func DragVec2d(label string, vec *itype.Vec2d, speed float64) bool {
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f := [2]float32{float32((*vec)[0]), float32((*vec)[1])}
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ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
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(*vec)[0] = float64(f[0])
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(*vec)[1] = float64(f[1])
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return ok
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}
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// DragVec2dv creates a dragger with two float64s.
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func DragVec2dv(label string, a, b *float64, speed float64) bool {
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f := [2]float32{float32(*a), float32(*b)}
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ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
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(*a) = float64(f[0])
|
||||
(*b) = float64(f[1])
|
||||
return ok
|
||||
}
|
||||
|
||||
// Dragd creates a dragger with one float64.
|
||||
func Dragd(label string, a *float64, speed float64) bool {
|
||||
f := float32(*a)
|
||||
ok := imgui.DragFloatV(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
|
||||
(*a) = float64(f)
|
||||
return ok
|
||||
}
|
||||
|
||||
// Checkbox wraps imgui.Checkbox.
|
||||
//
|
||||
// It returns true when selected.
|
||||
func Checkbox(label string, selected bool) bool {
|
||||
imgui.Checkbox(label, &selected)
|
||||
return selected
|
||||
}
|
||||
|
||||
// DragButtonV wraps imgui.Button to create a button
|
||||
// that can be dragged around.
|
||||
//
|
||||
// The pushid, if not empty, is pushed into the ImGUI stack.
|
||||
//
|
||||
// It returns the mouse delta, if dragged, in the last frame.
|
||||
func DragButtonV(label string, pushid string) (delta itype.Vec2d) {
|
||||
if len(pushid) != 0 {
|
||||
imgui.PushID(pushid)
|
||||
defer imgui.PopID()
|
||||
}
|
||||
|
||||
imgui.Button(label)
|
||||
if imgui.IsItemActive() {
|
||||
d := imgui.CurrentIO().MouseDelta()
|
||||
delta = itype.Vec2d{float64(d.X), float64(d.Y)}
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// DragButton calls DragButtonV("Drag", pushid) to create a button
|
||||
// that can be dragged around.
|
||||
//
|
||||
// The pushid, if not empty, is pushed into the ImGUI stack.
|
||||
//
|
||||
// It returns the mouse delta, if dragged, in the last frame.
|
||||
func DragButton(pushid string) (delta itype.Vec2d) {
|
||||
return DragButtonV("Drag", pushid)
|
||||
}
|
||||
|
||||
// DragButtonv wraps DragButton to create a button to be dragged around.
|
||||
//
|
||||
// The pushid, if not empty, is pushed into the ImGUI stack.
|
||||
//
|
||||
// It returns whether the values has changed.
|
||||
func DragButtonv(pushid string, x, y *float64, speed float64) bool {
|
||||
delta := DragButton(pushid).Multiply(speed)
|
||||
if delta == (itype.Vec2d{}) {
|
||||
return false
|
||||
}
|
||||
(*x) += delta[0]
|
||||
(*y) += delta[1]
|
||||
return true
|
||||
}
|
||||
|
||||
// InputInt calls imgui.InputInt.
|
||||
//
|
||||
// It accepts int instead of int32.
|
||||
func InputInt(label string, val *int) bool {
|
||||
x := int32(*val)
|
||||
ok := imgui.InputInt(label, &x)
|
||||
(*val) = int(x)
|
||||
return ok
|
||||
}
|
@ -49,6 +49,33 @@ func (v Vec4i) MultiplyInt(mult int) Vec4i {
|
||||
// Vec2f is a two-element float vector
|
||||
type Vec2f [2]float32
|
||||
|
||||
func (v Vec2f) Add(add Vec2f) Vec2f {
|
||||
return Vec2f{v[0] + add[0], v[1] + add[1]}
|
||||
}
|
||||
|
||||
func (v Vec2f) Addv(x, y float32) Vec2f {
|
||||
return Vec2f{v[0] + x, v[1] + y}
|
||||
}
|
||||
|
||||
func (v Vec2f) Floor() Vec2i {
|
||||
return Vec2i{
|
||||
int(math.Floor(float64(v[0]))),
|
||||
int(math.Floor(float64(v[1]))),
|
||||
}
|
||||
}
|
||||
func (v Vec2f) Length() float32 {
|
||||
return float32(math.Sqrt(float64(v[0]*v[0] + v[1]*v[1])))
|
||||
}
|
||||
|
||||
func (v Vec2f) Normalize() Vec2f {
|
||||
l := v.Length()
|
||||
return Vec2f{v[0] / l, v[1] / l}
|
||||
}
|
||||
|
||||
func (v Vec2f) ToFloat64() Vec2d {
|
||||
return Vec2d{float64(v[0]), float64(v[1])}
|
||||
}
|
||||
|
||||
// Vec3f is a three-element float vector
|
||||
type Vec3f [3]float32
|
||||
|
||||
@ -91,6 +118,37 @@ type Vec4f [4]float32
|
||||
// Vec2d is a two-element float64 vector
|
||||
type Vec2d [2]float64
|
||||
|
||||
func (v Vec2d) Add(add Vec2d) Vec2d {
|
||||
return Vec2d{v[0] + add[0], v[1] + add[1]}
|
||||
}
|
||||
|
||||
func (v Vec2d) Addv(x, y float64) Vec2d {
|
||||
return Vec2d{v[0] + x, v[1] + y}
|
||||
}
|
||||
|
||||
func (v Vec2d) Multiply(x float64) Vec2d {
|
||||
return Vec2d{v[0] * x, v[1] * x}
|
||||
}
|
||||
|
||||
func (v Vec2d) Floor() Vec2i {
|
||||
return Vec2i{
|
||||
int(math.Floor(float64(v[0]))),
|
||||
int(math.Floor(float64(v[1]))),
|
||||
}
|
||||
}
|
||||
func (v Vec2d) Length() float64 {
|
||||
return math.Sqrt(v[0]*v[0] + v[1]*v[1])
|
||||
}
|
||||
|
||||
func (v Vec2d) Normalize() Vec2d {
|
||||
l := v.Length()
|
||||
return Vec2d{v[0] / l, v[1] / l}
|
||||
}
|
||||
|
||||
func (v Vec2d) ToFloat32() Vec2f {
|
||||
return Vec2f{float32(v[0]), float32(v[1])}
|
||||
}
|
||||
|
||||
// Vec3d is a three-element float64 vector
|
||||
type Vec3d [3]float64
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user