// Distance to Plane(Point?)? WTF IS THIS!? func d2p(tmat mathgl.Mat4, point, ray mathgl.Vec3) float32 { var mat mathgl.Mat4 mat.Assign(&tmat) var sub mathgl.Vec3 sub.X = mat[12] sub.Y = mat[13] sub.Z = mat[14] mat[12], mat[13], mat[14] = 0, 0, 0 point.Subtract(&sub) point.Scale(-1) ray.Normalize() dist := point.Dot(mat.GetForwardVec3()) var forward mathgl.Vec3 forward.Assign(mat.GetForwardVec3()) cos := float64(forward.Dot(&ray)) return dist / float32(cos) }
func (hv *HouseViewer) Drag(dx, dy float64) { v := mathgl.Vec3{X: hv.fx, Y: hv.fy} vx := mathgl.Vec3{1, -1, 0} vx.Normalize() vy := mathgl.Vec3{1, 1, 0} vy.Normalize() vx.Scale(float32(dx) / hv.zoom * 2) vy.Scale(float32(dy) / hv.zoom * 2) v.Add(&vx) v.Add(&vy) if hv.bounds.on { hv.fx = clamp(v.X, hv.bounds.min.x, hv.bounds.max.x) hv.fy = clamp(v.Y, hv.bounds.min.y, hv.bounds.max.y) } else { hv.fx, hv.fy = v.X, v.Y } hv.target_on = false hv.target_zoom_on = false }
func (rv *RoomViewer) Drag(dx, dy float64) { v := mathgl.Vec3{X: rv.fx, Y: rv.fy} vx := mathgl.Vec3{1, -1, 0} vx.Normalize() vy := mathgl.Vec3{1, 1, 0} vy.Normalize() vx.Scale(float32(dx) / rv.zoom * 2) vy.Scale(float32(dy) / rv.zoom * 2) v.Add(&vx) v.Add(&vy) rv.fx, rv.fy = v.X, v.Y rv.makeMat() }