Versions in this module Expand all Collapse all v1 v1.0.6 Apr 10, 2025 v1.0.5 Apr 10, 2025 v1.0.4 Apr 10, 2025 v1.0.3 Apr 10, 2025 v1.0.2 Apr 10, 2025 v1.0.1 Apr 10, 2025 v1.0.0 Apr 10, 2025 Changes in this version + const DegToRadFactor + const E + const Ln10 + const Ln2 + const Log10E + const Log2E + const MaxFloat32 + const Phi + const Pi + const RadToDegFactor + const SmallestNonzeroFloat32 + const Sqrt2 + const SqrtE + const SqrtPhi + const SqrtPi + var Infinity = float32(math.Inf(1)) + func Abs(x float32) float32 + func Acos(x float32) float32 + func Acosh(x float32) float32 + func Asin(x float32) float32 + func Asinh(x float32) float32 + func Atan(x float32) float32 + func Atan2(y, x float32) float32 + func Atanh(x float32) float32 + func Cbrt(x float32) float32 + func Ceil(x float32) float32 + func Clamp[T cmp.Ordered](x, a, b T) T + func ContainsPoint(point, a, b, c Vector3) bool + func CopyFloat32s(trg *[]float32, src []float32) + func CopyFloat64s(trg *[]float64, src []float64) + func Copysign(f, sign float32) float32 + func Cos(x float32) float32 + func Cosh(x float32) float32 + func DegToRad(degrees float32) float32 + func Dim(x, y float32) float32 + func Erf(x float32) float32 + func Erfc(x float32) float32 + func Erfcinv(x float32) float32 + func Erfinv(x float32) float32 + func Exp(x float32) float32 + func Exp2(x float32) float32 + func Expm1(x float32) float32 + func FMA(x, y, z float32) float32 + func FastExp(x float32) float32 + func FitGeomInWindow(stPos, stSz, winPos, winSz int) (pos, sz int) + func Floor(x float32) float32 + func Frexp(f float32) (frac float32, exp int) + func FromFixed(x fixed.Int26_6) float32 + func Gamma(x float32) float32 + func Hypot(p, q float32) float32 + func Ilogb(x float32) float32 + func Inf(sign int) float32 + func IntMultiple(val, mod float32) float32 + func IntMultipleGE(val, mod float32) float32 + func IsInf(x float32, sign int) bool + func IsNaN(x float32) bool + func J0(x float32) float32 + func J1(x float32) float32 + func Jn(n int, x float32) float32 + func Ldexp(frac float32, exp int) float32 + func Lerp(start, stop, amount float32) float32 + func Lgamma(x float32) (lgamma float32, sign int) + func Log(x float32) float32 + func Log10(x float32) float32 + func Log1p(x float32) float32 + func Log2(x float32) float32 + func Logb(x float32) float32 + func Max(x, y float32) float32 + func MaxPos(a, b float32) float32 + func Min(x, y float32) float32 + func MinPos(a, b float32) float32 + func Mod(x, y float32) float32 + func Modf(f float32) (it float32, frac float32) + func NaN() float32 + func Nextafter(x, y float32) float32 + func ParseAngle32(pstr string) (float32, error) + func ParseFloat32(pstr string) (float32, error) + func PointDim(pt image.Point, dim Dims) int + func PointsCheckN(pts []float32, n int, errmsg string) error + func Pow(x, y float32) float32 + func Pow10(n int) float32 + func RadToDeg(radians float32) float32 + func ReadPoints(pstr string) []float32 + func RectFromPosSizeMax(pos, size Vector2) image.Rectangle + func RectFromPosSizeMin(pos, size Vector2) image.Rectangle + func RectInNotEmpty(r, b image.Rectangle) bool + func Remainder(x, y float32) float32 + func Round(x float32) float32 + func RoundToEven(x float32) float32 + func SRGBFromLinear(lin float32) float32 + func SRGBToLinear(sr float32) float32 + func SetPointDim(pt *image.Point, dim Dims, value int) + func Sign(x float32) float32 + func Signbit(x float32) bool + func Sin(x float32) float32 + func Sincos(x float32) (sin, cos float32) + func Sinh(x float32) float32 + func Sqrt(x float32) float32 + func Tan(x float32) float32 + func Tanh(x float32) float32 + func ToFixed(x float32) fixed.Int26_6 + func ToFixedPoint(x, y float32) fixed.Point26_6 + func Trunc(x float32) float32 + func Truncate(val float32, prec int) float32 + func Truncate64(val float64, prec int) float64 + func Y0(x float32) float32 + func Y1(x float32) float32 + func Yn(n int, x float32) float32 + type ArrayF32 []float32 + func NewArrayF32(size, capacity int) ArrayF32 + func (a *ArrayF32) Append(v ...float32) + func (a *ArrayF32) AppendVector2(v ...Vector2) + func (a *ArrayF32) AppendVector3(v ...Vector3) + func (a *ArrayF32) AppendVector4(v ...Vector4) + func (a *ArrayF32) CopyFrom(src ArrayF32) + func (a *ArrayF32) NumBytes() int + func (a ArrayF32) GetMatrix4(pos int, m *Matrix4) + func (a ArrayF32) GetVector2(pos int, v *Vector2) + func (a ArrayF32) GetVector3(pos int, v *Vector3) + func (a ArrayF32) GetVector4(pos int, v *Vector4) + func (a ArrayF32) Set(pos int, v ...float32) + func (a ArrayF32) SetVector2(pos int, v Vector2) + func (a ArrayF32) SetVector3(pos int, v Vector3) + func (a ArrayF32) SetVector4(pos int, v Vector4) + type ArrayU32 []uint32 + func NewArrayU32(size, capacity int) ArrayU32 + func (a *ArrayU32) Append(v ...uint32) + func (a *ArrayU32) NumBytes() int + func (a ArrayU32) Set(pos int, v ...uint32) + type Box2 struct + Max Vector2 + Min Vector2 + func B2(x0, y0, x1, y1 float32) Box2 + func B2Empty() Box2 + func B2FromFixed(rect fixed.Rectangle26_6) Box2 + func B2FromRect(rect image.Rectangle) Box2 + func (b *Box2) ExpandByBox(box Box2) + func (b *Box2) ExpandByPoint(point Vector2) + func (b *Box2) ExpandByScalar(scalar float32) + func (b *Box2) ExpandByVector(vector Vector2) + func (b *Box2) IsEmpty() bool + func (b *Box2) Set(min, max *Vector2) + func (b *Box2) SetEmpty() + func (b *Box2) SetFromCenterAndSize(center, size Vector2) + func (b *Box2) SetFromPoints(points []Vector2) + func (b *Box2) SetFromRect(rect image.Rectangle) + func (b Box2) Canon() Box2 + func (b Box2) Center() Vector2 + func (b Box2) ClampPoint(point Vector2) Vector2 + func (b Box2) ContainsBox(box Box2) bool + func (b Box2) ContainsPoint(point Vector2) bool + func (b Box2) DistanceToPoint(point Vector2) float32 + func (b Box2) Intersect(other Box2) Box2 + func (b Box2) IntersectsBox(other Box2) bool + func (b Box2) MulMatrix2(m Matrix2) Box2 + func (b Box2) ProjectX(v float32) float32 + func (b Box2) ProjectY(v float32) float32 + func (b Box2) Size() Vector2 + func (b Box2) ToRect() image.Rectangle + func (b Box2) Translate(offset Vector2) Box2 + func (b Box2) Union(other Box2) Box2 + type Box3 struct + Max Vector3 + Min Vector3 + func B3(x0, y0, z0, x1, y1, z1 float32) Box3 + func B3Empty() Box3 + func (b *Box3) ExpandByBox(box Box3) + func (b *Box3) ExpandByPoint(point Vector3) + func (b *Box3) ExpandByPoints(points []Vector3) + func (b *Box3) ExpandByScalar(scalar float32) + func (b *Box3) ExpandByVector(vector Vector3) + func (b *Box3) Set(min, max *Vector3) + func (b *Box3) SetEmpty() + func (b *Box3) SetFromCenterAndSize(center, size Vector3) + func (b *Box3) SetFromPoints(points []Vector3) + func (b Box3) Center() Vector3 + func (b Box3) ClampPoint(point Vector3) Vector3 + func (b Box3) ContainsBox(box Box3) bool + func (b Box3) ContainsPoint(point Vector3) bool + func (b Box3) DistanceToPoint(point Vector3) float32 + func (b Box3) GetBoundingSphere() Sphere + func (b Box3) Intersect(other Box3) Box3 + func (b Box3) IntersectsBox(other Box3) bool + func (b Box3) IsEmpty() bool + func (b Box3) MVProjToNDC(m *Matrix4) Box3 + func (b Box3) MulMatrix4(m *Matrix4) Box3 + func (b Box3) MulQuat(q Quat) Box3 + func (b Box3) Size() Vector3 + func (b Box3) Translate(offset Vector3) Box3 + func (b Box3) Union(other Box3) Box3 + type Dims int32 + const DimsN + const W + const X + const Y + const Z + func DimsValues() []Dims + func OtherDim(d Dims) Dims + func (d Dims) Other() Dims + func (i *Dims) SetInt64(in int64) + func (i *Dims) SetString(s string) error + func (i *Dims) UnmarshalText(text []byte) error + func (i Dims) Desc() string + func (i Dims) Int64() int64 + func (i Dims) MarshalText() ([]byte, error) + func (i Dims) String() string + func (i Dims) Values() []enums.Enum + type Frustum struct + Planes [6]Plane + func NewFrustum(p0, p1, p2, p3, p4, p5 *Plane) *Frustum + func NewFrustumFromMatrix(m *Matrix4) *Frustum + func (f *Frustum) ContainsPoint(point Vector3) bool + func (f *Frustum) IntersectsBox(box Box3) bool + func (f *Frustum) IntersectsSphere(sphere Sphere) bool + func (f *Frustum) Set(p0, p1, p2, p3, p4, p5 *Plane) + func (f *Frustum) SetFromMatrix(m *Matrix4) + type Geom2DInt struct + Pos image.Point + Size image.Point + func (gm *Geom2DInt) Bounds() image.Rectangle + func (gm *Geom2DInt) FitInWindow(win Geom2DInt) Geom2DInt + func (gm *Geom2DInt) SetRect(r image.Rectangle) + func (gm *Geom2DInt) SizeRect() image.Rectangle + type Line2 struct + End Vector2 + Start Vector2 + func NewLine2(start, end Vector2) Line2 + func (l *Line2) Center() Vector2 + func (l *Line2) ClosestPointToPoint(point Vector2) Vector2 + func (l *Line2) Delta() Vector2 + func (l *Line2) Length() float32 + func (l *Line2) LengthSquared() float32 + func (l *Line2) Set(start, end Vector2) + type Line3 struct + End Vector3 + Start Vector3 + func NewLine3(start, end Vector3) Line3 + func (l *Line3) Center() Vector3 + func (l *Line3) Delta() Vector3 + func (l *Line3) Dist() float32 + func (l *Line3) DistanceSquared() float32 + func (l *Line3) MulMatrix4(mat *Matrix4) Line3 + func (l *Line3) Set(start, end Vector3) + type Matrix2 struct + X0 float32 + XX float32 + XY float32 + Y0 float32 + YX float32 + YY float32 + func Identity2() Matrix2 + func Rotate2D(angle float32) Matrix2 + func Scale2D(x, y float32) Matrix2 + func Shear2D(x, y float32) Matrix2 + func Skew2D(x, y float32) Matrix2 + func Translate2D(x, y float32) Matrix2 + func (a *Matrix2) SetMul(b Matrix2) + func (a *Matrix2) SetMulCenter(b Matrix2, ctr Vector2) + func (a *Matrix2) SetString(str string) error + func (a *Matrix2) String() string + func (a Matrix2) ExtractRot() float32 + func (a Matrix2) ExtractScale() (scx, scy float32) + func (a Matrix2) Inverse() Matrix2 + func (a Matrix2) Mul(b Matrix2) Matrix2 + func (a Matrix2) MulCenter(b Matrix2, ctr Vector2) Matrix2 + func (a Matrix2) MulFixedAsPoint(fp fixed.Point26_6) fixed.Point26_6 + func (a Matrix2) MulVector2AsPoint(v Vector2) Vector2 + func (a Matrix2) MulVector2AsPointCenter(v, ctr Vector2) Vector2 + func (a Matrix2) MulVector2AsVector(v Vector2) Vector2 + func (a Matrix2) Rotate(angle float32) Matrix2 + func (a Matrix2) Scale(x, y float32) Matrix2 + func (a Matrix2) Shear(x, y float32) Matrix2 + func (a Matrix2) Skew(x, y float32) Matrix2 + func (a Matrix2) Translate(x, y float32) Matrix2 + func (m Matrix2) IsIdentity() bool + type Matrix3 [9]float32 + func Identity3() Matrix3 + func Matrix3FromMatrix2(m Matrix2) Matrix3 + func Matrix3FromMatrix4(m *Matrix4) Matrix3 + func Matrix3Rotate2D(angle float32) Matrix3 + func Matrix3Scale2D(x, y float32) Matrix3 + func Matrix3Translate2D(x, y float32) Matrix3 + func (a Matrix3) MulVector2AsPoint(v Vector2) Vector2 + func (a Matrix3) MulVector2AsVector(v Vector2) Vector2 + func (m *Matrix3) CopyFrom(src Matrix3) + func (m *Matrix3) Determinant() float32 + func (m *Matrix3) FromArray(array []float32, offset int) + func (m *Matrix3) MulMatrices(a, b Matrix3) + func (m *Matrix3) MulVector3Array(array []float32, start, count int) + func (m *Matrix3) ScaleCols(v Vector3) *Matrix3 + func (m *Matrix3) Set(n11, n12, n13, n21, n22, n23, n31, n32, n33 float32) + func (m *Matrix3) SetFromMatrix2(src Matrix2) + func (m *Matrix3) SetFromMatrix4(src *Matrix4) + func (m *Matrix3) SetIdentity() + func (m *Matrix3) SetInverse(src Matrix3) error + func (m *Matrix3) SetMul(other Matrix3) + func (m *Matrix3) SetMulScalar(s float32) + func (m *Matrix3) SetNormalMatrix(src *Matrix4) error + func (m *Matrix3) SetRotationFromQuat(q Quat) + func (m *Matrix3) SetScaleCols(v Vector3) + func (m *Matrix3) SetTranspose() + func (m *Matrix3) SetZero() + func (m Matrix3) Inverse() Matrix3 + func (m Matrix3) InverseTry() (Matrix3, error) + func (m Matrix3) Mul(other Matrix3) Matrix3 + func (m Matrix3) MulScalar(s float32) Matrix3 + func (m Matrix3) ToArray(array []float32, offset int) + func (m Matrix3) Transpose() Matrix3 + type Matrix4 [16]float32 + func Identity4() *Matrix4 + func NewLookAt(eye, target, up Vector3) *Matrix4 + func (m *Matrix4) CopyFrom(src *Matrix4) + func (m *Matrix4) CopyPos(src *Matrix4) + func (m *Matrix4) Decompose() (pos Vector3, quat Quat, scale Vector3) + func (m *Matrix4) Determinant() float32 + func (m *Matrix4) ExtractBasis() (xAxis, yAxis, zAxis Vector3) + func (m *Matrix4) ExtractRotation(src *Matrix4) + func (m *Matrix4) FromArray(array []float32, offset int) + func (m *Matrix4) GetMaxScaleOnAxis() float32 + func (m *Matrix4) Inverse() (*Matrix4, error) + func (m *Matrix4) LookAt(eye, target, up Vector3) + func (m *Matrix4) Mul(other *Matrix4) *Matrix4 + func (m *Matrix4) MulMatrices(a, b *Matrix4) + func (m *Matrix4) MulScalar(s float32) + func (m *Matrix4) MulVector3Array(array []float32, start, count int) + func (m *Matrix4) Pos() Vector3 + func (m *Matrix4) ScaleCols(v Vector3) *Matrix4 + func (m *Matrix4) Set(...) + func (m *Matrix4) SetBasis(xAxis, yAxis, zAxis Vector3) + func (m *Matrix4) SetFromMatrix3(src *Matrix3) + func (m *Matrix4) SetFrustum(left, right, bottom, top, near, far float32) + func (m *Matrix4) SetIdentity() + func (m *Matrix4) SetInverse(src *Matrix4) error + func (m *Matrix4) SetMul(other *Matrix4) + func (m *Matrix4) SetOrthographic(width, height, near, far float32) + func (m *Matrix4) SetPerspective(fov, aspect, near, far float32) + func (m *Matrix4) SetPos(v Vector3) + func (m *Matrix4) SetRotationAxis(axis *Vector3, angle float32) + func (m *Matrix4) SetRotationFromEuler(euler Vector3) + func (m *Matrix4) SetRotationFromQuat(q Quat) + func (m *Matrix4) SetRotationX(theta float32) + func (m *Matrix4) SetRotationY(theta float32) + func (m *Matrix4) SetRotationZ(theta float32) + func (m *Matrix4) SetScale(x, y, z float32) + func (m *Matrix4) SetScaleCols(v Vector3) + func (m *Matrix4) SetTransform(pos Vector3, quat Quat, scale Vector3) + func (m *Matrix4) SetTranslation(x, y, z float32) + func (m *Matrix4) SetTranspose() + func (m *Matrix4) SetVkFrustum(left, right, bottom, top, near, far float32) + func (m *Matrix4) SetVkPerspective(fov, aspect, near, far float32) + func (m *Matrix4) SetZero() + func (m *Matrix4) ToArray(array []float32, offset int) + func (m *Matrix4) Transpose() *Matrix4 + type Plane struct + Norm Vector3 + Off float32 + func NewPlane(normal Vector3, offset float32) *Plane + func (p *Plane) CoplanarPoint() Vector3 + func (p *Plane) DistanceToPoint(point Vector3) float32 + func (p *Plane) DistanceToSphere(sphere Sphere) float32 + func (p *Plane) IntersectLine(line Line3) (Vector3, bool) + func (p *Plane) IsIntersectionLine(line Line3) bool + func (p *Plane) Negate() + func (p *Plane) Normalize() + func (p *Plane) Set(normal Vector3, offset float32) + func (p *Plane) SetDims(x, y, z, w float32) + func (p *Plane) SetFromCoplanarPoints(a, b, c Vector3) + func (p *Plane) SetFromNormalAndCoplanarPoint(normal Vector3, point Vector3) + func (p *Plane) SetTranslate(offset Vector3) + type Quat struct + W float32 + X float32 + Y float32 + Z float32 + func NewQuat(x, y, z, w float32) Quat + func NewQuatAxisAngle(axis Vector3, angle float32) Quat + func NewQuatEuler(euler Vector3) Quat + func (q *Quat) Conjugate() Quat + func (q *Quat) Dot(other Quat) float32 + func (q *Quat) FromArray(array []float32, offset int) + func (q *Quat) GenGoNew() string + func (q *Quat) GenGoSet(path string) string + func (q *Quat) Inverse() Quat + func (q *Quat) IsIdentity() bool + func (q *Quat) IsNil() bool + func (q *Quat) Mul(other Quat) Quat + func (q *Quat) MulQuats(a, b Quat) + func (q *Quat) Normalize() + func (q *Quat) NormalizeFast() + func (q *Quat) Set(x, y, z, w float32) + func (q *Quat) SetConjugate() + func (q *Quat) SetFromAxisAngle(axis Vector3, angle float32) + func (q *Quat) SetFromEuler(euler Vector3) + func (q *Quat) SetFromRotationMatrix(m *Matrix4) + func (q *Quat) SetFromUnitVectors(vFrom, vTo Vector3) + func (q *Quat) SetIdentity() + func (q *Quat) SetInverse() + func (q *Quat) SetMul(other Quat) + func (q *Quat) Slerp(other Quat, t float32) + func (q *Quat) ToArray(array []float32, offset int) + func (q *Quat) ToAxisAngle() Vector4 + func (q *Quat) ToEuler() Vector3 + func (q Quat) Length() float32 + func (q Quat) LengthSq() float32 + func (q Quat) String() string + type Ray struct + Dir Vector3 + Origin Vector3 + func NewRay(origin, dir Vector3) *Ray + func (ray *Ray) ApplyMatrix4(mat4 *Matrix4) + func (ray *Ray) At(t float32) Vector3 + func (ray *Ray) ClosestPointToPoint(point Vector3) Vector3 + func (ray *Ray) DistanceSquaredToPoint(point Vector3) float32 + func (ray *Ray) DistanceSquaredToSegment(v0, v1 Vector3, optPointOnRay, optPointOnSegment *Vector3) float32 + func (ray *Ray) DistanceToPlane(plane Plane) float32 + func (ray *Ray) DistanceToPoint(point Vector3) float32 + func (ray *Ray) IntersectBox(box Box3) (Vector3, bool) + func (ray *Ray) IntersectPlane(plane Plane) (Vector3, bool) + func (ray *Ray) IntersectSphere(sphere Sphere) (Vector3, bool) + func (ray *Ray) IntersectTriangle(a, b, c Vector3, backfaceCulling bool) (Vector3, bool) + func (ray *Ray) IsIntersectPlane(plane Plane) bool + func (ray *Ray) IsIntersectionSphere(sphere Sphere) bool + func (ray *Ray) Recast(t float32) + func (ray *Ray) Set(origin, dir Vector3) + type Sphere struct + Center Vector3 + Radius float32 + func NewSphere(center Vector3, radius float32) *Sphere + func (s *Sphere) ClampPoint(point Vector3) Vector3 + func (s *Sphere) ContainsPoint(point Vector3) bool + func (s *Sphere) DistanceToPoint(point Vector3) float32 + func (s *Sphere) GetBoundingBox() Box3 + func (s *Sphere) IntersectSphere(other Sphere) bool + func (s *Sphere) IsEmpty(sphere *Sphere) bool + func (s *Sphere) MulMatrix4(mat *Matrix4) + func (s *Sphere) Set(center Vector3, radius float32) + func (s *Sphere) SetFromBox(box Box3) + func (s *Sphere) SetFromPoints(points []Vector3, optCenter *Vector3) + func (s *Sphere) Translate(offset Vector3) + type Triangle struct + A Vector3 + B Vector3 + C Vector3 + func NewTriangle(a, b, c Vector3) Triangle + func (t *Triangle) Area() float32 + func (t *Triangle) BarycoordFromPoint(point Vector3) Vector3 + func (t *Triangle) ContainsPoint(point Vector3) bool + func (t *Triangle) Midpoint() Vector3 + func (t *Triangle) Normal() Vector3 + func (t *Triangle) Plane() Plane + func (t *Triangle) Set(a, b, c Vector3) + func (t *Triangle) SetFromPointsAndIndices(points []Vector3, i0, i1, i2 int) + type Vector2 struct + X float32 + Y float32 + func FromPoint(pt image.Point) Vector2 + func Vec2(x, y float32) Vector2 + func Vector2FromFixed(pt fixed.Point26_6) Vector2 + func Vector2Scalar(scalar float32) Vector2 + func (a *Vector2) SetFixed(pt fixed.Point26_6) + func (a *Vector2) SetPoint(pt image.Point) + func (a Vector2) AddDim(d Dims, value float32) Vector2 + func (a Vector2) DivDim(d Dims, value float32) Vector2 + func (a Vector2) MulDim(d Dims, value float32) Vector2 + func (a Vector2) String() string + func (a Vector2) SubDim(d Dims, value float32) Vector2 + func (a Vector2) ToFixed() fixed.Point26_6 + func (a Vector2) ToPoint() image.Point + func (a Vector2) ToPointCeil() image.Point + func (a Vector2) ToPointFloor() image.Point + func (a Vector2) ToPointRound() image.Point + func (v *Vector2) Clamp(min, max Vector2) + func (v *Vector2) FromSlice(slice []float32, offset int) + func (v *Vector2) Set(x, y float32) + func (v *Vector2) SetAdd(other Vector2) + func (v *Vector2) SetAddScalar(s float32) + func (v *Vector2) SetDim(dim Dims, value float32) + func (v *Vector2) SetDiv(other Vector2) + func (v *Vector2) SetDivScalar(scalar float32) + func (v *Vector2) SetFromVector2i(vi Vector2i) + func (v *Vector2) SetMax(other Vector2) + func (v *Vector2) SetMin(other Vector2) + func (v *Vector2) SetMul(other Vector2) + func (v *Vector2) SetMulScalar(s float32) + func (v *Vector2) SetScalar(scalar float32) + func (v *Vector2) SetSub(other Vector2) + func (v *Vector2) SetSubScalar(s float32) + func (v *Vector2) SetZero() + func (v Vector2) Abs() Vector2 + func (v Vector2) Add(other Vector2) Vector2 + func (v Vector2) AddScalar(s float32) Vector2 + func (v Vector2) AngleTo(other Vector2) float32 + func (v Vector2) Ceil() Vector2 + func (v Vector2) CosTo(other Vector2) float32 + func (v Vector2) Cross(other Vector2) float32 + func (v Vector2) Dim(dim Dims) float32 + func (v Vector2) DistanceTo(other Vector2) float32 + func (v Vector2) DistanceToSquared(other Vector2) float32 + func (v Vector2) Div(other Vector2) Vector2 + func (v Vector2) DivScalar(scalar float32) Vector2 + func (v Vector2) Dot(other Vector2) float32 + func (v Vector2) Floor() Vector2 + func (v Vector2) InTriangle(p0, p1, p2 Vector2) bool + func (v Vector2) Length() float32 + func (v Vector2) LengthSquared() float32 + func (v Vector2) Lerp(other Vector2, alpha float32) Vector2 + func (v Vector2) Max(other Vector2) Vector2 + func (v Vector2) Min(other Vector2) Vector2 + func (v Vector2) Mul(other Vector2) Vector2 + func (v Vector2) MulScalar(s float32) Vector2 + func (v Vector2) Negate() Vector2 + func (v Vector2) Normal() Vector2 + func (v Vector2) Round() Vector2 + func (v Vector2) Sub(other Vector2) Vector2 + func (v Vector2) SubScalar(s float32) Vector2 + func (v Vector2) ToSlice(slice []float32, offset int) + func (v Vector2) WindowToNDC(size, off Vector2, flipY bool) Vector3 + type Vector2i struct + X int32 + Y int32 + func Vec2i(x, y int32) Vector2i + func Vector2iScalar(scalar int32) Vector2i + func (v *Vector2i) Clamp(min, max Vector2i) + func (v *Vector2i) FromSlice(array []int32, offset int) + func (v *Vector2i) Set(x, y int32) + func (v *Vector2i) SetAdd(other Vector2i) + func (v *Vector2i) SetAddScalar(s int32) + func (v *Vector2i) SetDim(dim Dims, value int32) + func (v *Vector2i) SetDiv(other Vector2i) + func (v *Vector2i) SetDivScalar(scalar int32) + func (v *Vector2i) SetFromVector2(vf Vector2) + func (v *Vector2i) SetMax(other Vector2i) + func (v *Vector2i) SetMin(other Vector2i) + func (v *Vector2i) SetMul(other Vector2i) + func (v *Vector2i) SetMulScalar(s int32) + func (v *Vector2i) SetScalar(scalar int32) + func (v *Vector2i) SetSub(other Vector2i) + func (v *Vector2i) SetSubScalar(s int32) + func (v *Vector2i) SetZero() + func (v Vector2i) Add(other Vector2i) Vector2i + func (v Vector2i) AddScalar(s int32) Vector2i + func (v Vector2i) Dim(dim Dims) int32 + func (v Vector2i) Div(other Vector2i) Vector2i + func (v Vector2i) DivScalar(scalar int32) Vector2i + func (v Vector2i) Max(other Vector2i) Vector2i + func (v Vector2i) Min(other Vector2i) Vector2i + func (v Vector2i) Mul(other Vector2i) Vector2i + func (v Vector2i) MulScalar(s int32) Vector2i + func (v Vector2i) Negate() Vector2i + func (v Vector2i) Sub(other Vector2i) Vector2i + func (v Vector2i) SubScalar(s int32) Vector2i + func (v Vector2i) ToSlice(array []int32, offset int) + type Vector3 struct + X float32 + Y float32 + Z float32 + func BarycoordFromPoint(point, a, b, c Vector3) Vector3 + func NewEulerAnglesFromMatrix(m *Matrix4) Vector3 + func NewVector3Color(clr color.Color) Vector3 + func Normal(a, b, c Vector3) Vector3 + func Vec3(x, y, z float32) Vector3 + func Vector3FromVector4(v Vector4) Vector3 + func Vector3Scalar(scalar float32) Vector3 + func (a Vector3) String() string + func (v *Vector3) Clamp(min, max Vector3) + func (v *Vector3) FromSlice(array []float32, offset int) + func (v *Vector3) GenGoSet(path string) string + func (v *Vector3) ProjectOnPlane(planeNormal Vector3) Vector3 + func (v *Vector3) ProjectOnVector(other Vector3) Vector3 + func (v *Vector3) RandomTangents() (Vector3, Vector3) + func (v *Vector3) Reflect(normal Vector3) Vector3 + func (v *Vector3) Set(x, y, z float32) + func (v *Vector3) SetAdd(other Vector3) + func (v *Vector3) SetAddScalar(s float32) + func (v *Vector3) SetColor(clr color.Color) + func (v *Vector3) SetDim(dim Dims, value float32) + func (v *Vector3) SetDiv(other Vector3) + func (v *Vector3) SetDivScalar(scalar float32) + func (v *Vector3) SetEulerAnglesFromMatrix(m *Matrix4) + func (v *Vector3) SetEulerAnglesFromQuat(q Quat) + func (v *Vector3) SetFromMatrixPos(m *Matrix4) + func (v *Vector3) SetFromVector3i(vi Vector3i) + func (v *Vector3) SetFromVector4(other Vector4) + func (v *Vector3) SetMax(other Vector3) + func (v *Vector3) SetMin(other Vector3) + func (v *Vector3) SetMul(other Vector3) + func (v *Vector3) SetMulScalar(s float32) + func (v *Vector3) SetNormal() + func (v *Vector3) SetScalar(scalar float32) + func (v *Vector3) SetSub(other Vector3) + func (v *Vector3) SetSubScalar(s float32) + func (v *Vector3) SetZero() + func (v Vector3) Abs() Vector3 + func (v Vector3) Add(other Vector3) Vector3 + func (v Vector3) AddScalar(s float32) Vector3 + func (v Vector3) AngleTo(other Vector3) float32 + func (v Vector3) Ceil() Vector3 + func (v Vector3) CosTo(other Vector3) float32 + func (v Vector3) Cross(other Vector3) Vector3 + func (v Vector3) Dim(dim Dims) float32 + func (v Vector3) DistanceTo(other Vector3) float32 + func (v Vector3) DistanceToSquared(other Vector3) float32 + func (v Vector3) Div(other Vector3) Vector3 + func (v Vector3) DivScalar(scalar float32) Vector3 + func (v Vector3) Dot(other Vector3) float32 + func (v Vector3) Floor() Vector3 + func (v Vector3) Length() float32 + func (v Vector3) LengthSquared() float32 + func (v Vector3) Lerp(other Vector3, alpha float32) Vector3 + func (v Vector3) Max(other Vector3) Vector3 + func (v Vector3) Min(other Vector3) Vector3 + func (v Vector3) Mul(other Vector3) Vector3 + func (v Vector3) MulMatrix3(m *Matrix3) Vector3 + func (v Vector3) MulMatrix4(m *Matrix4) Vector3 + func (v Vector3) MulMatrix4AsVector4(m *Matrix4, w float32) Vector3 + func (v Vector3) MulProjection(m *Matrix4) Vector3 + func (v Vector3) MulQuat(q Quat) Vector3 + func (v Vector3) MulScalar(s float32) Vector3 + func (v Vector3) NDCToWindow(size, off Vector2, near, far float32, flipY bool) Vector3 + func (v Vector3) Negate() Vector3 + func (v Vector3) Normal() Vector3 + func (v Vector3) Round() Vector3 + func (v Vector3) SRGBFromLinear() Vector3 + func (v Vector3) SRGBToLinear() Vector3 + func (v Vector3) Sub(other Vector3) Vector3 + func (v Vector3) SubScalar(s float32) Vector3 + func (v Vector3) ToSlice(array []float32, offset int) + type Vector3i struct + X int32 + Y int32 + Z int32 + func Vec3i(x, y, z int32) Vector3i + func Vector3iScalar(scalar int32) Vector3i + func (v *Vector3i) Clamp(min, max Vector3i) + func (v *Vector3i) FromSlice(array []int32, offset int) + func (v *Vector3i) Set(x, y, z int32) + func (v *Vector3i) SetAdd(other Vector3i) + func (v *Vector3i) SetAddScalar(s int32) + func (v *Vector3i) SetDim(dim Dims, value int32) + func (v *Vector3i) SetDiv(other Vector3i) + func (v *Vector3i) SetDivScalar(scalar int32) + func (v *Vector3i) SetFromVector3(vf Vector3) + func (v *Vector3i) SetMax(other Vector3i) + func (v *Vector3i) SetMin(other Vector3i) + func (v *Vector3i) SetMul(other Vector3i) + func (v *Vector3i) SetMulScalar(s int32) + func (v *Vector3i) SetScalar(scalar int32) + func (v *Vector3i) SetSub(other Vector3i) + func (v *Vector3i) SetSubScalar(s int32) + func (v *Vector3i) SetZero() + func (v Vector3i) Add(other Vector3i) Vector3i + func (v Vector3i) AddScalar(s int32) Vector3i + func (v Vector3i) Dim(dim Dims) int32 + func (v Vector3i) Div(other Vector3i) Vector3i + func (v Vector3i) DivScalar(scalar int32) Vector3i + func (v Vector3i) Max(other Vector3i) Vector3i + func (v Vector3i) Min(other Vector3i) Vector3i + func (v Vector3i) Mul(other Vector3i) Vector3i + func (v Vector3i) MulScalar(s int32) Vector3i + func (v Vector3i) Negate() Vector3i + func (v Vector3i) Sub(other Vector3i) Vector3i + func (v Vector3i) SubScalar(s int32) Vector3i + func (v Vector3i) ToSlice(array []int32, offset int) + type Vector4 struct + W float32 + X float32 + Y float32 + Z float32 + func NewVector4Color(clr color.Color) Vector4 + func Vec4(x, y, z, w float32) Vector4 + func Vector4FromVector3(v Vector3, w float32) Vector4 + func Vector4Scalar(scalar float32) Vector4 + func (v *Vector4) Clamp(min, max Vector4) + func (v *Vector4) FromSlice(array []float32, offset int) + func (v *Vector4) Set(x, y, z, w float32) + func (v *Vector4) SetAdd(other Vector4) + func (v *Vector4) SetAddScalar(s float32) + func (v *Vector4) SetAxisAngleFromQuat(q Quat) + func (v *Vector4) SetColor(clr color.Color) + func (v *Vector4) SetDim(dim Dims, value float32) + func (v *Vector4) SetDiv(other Vector4) + func (v *Vector4) SetDivScalar(s float32) + func (v *Vector4) SetFromVector2(other Vector2) + func (v *Vector4) SetFromVector3(other Vector3, w float32) + func (v *Vector4) SetMax(other Vector4) + func (v *Vector4) SetMin(other Vector4) + func (v *Vector4) SetMul(other Vector4) + func (v *Vector4) SetMulScalar(s float32) + func (v *Vector4) SetNormal() + func (v *Vector4) SetScalar(scalar float32) + func (v *Vector4) SetSub(other Vector4) + func (v *Vector4) SetSubScalar(s float32) + func (v *Vector4) SetZero() + func (v Vector4) Add(other Vector4) Vector4 + func (v Vector4) AddScalar(s float32) Vector4 + func (v Vector4) Ceil() Vector4 + func (v Vector4) Dim(dim Dims) float32 + func (v Vector4) Div(other Vector4) Vector4 + func (v Vector4) DivScalar(scalar float32) Vector4 + func (v Vector4) Dot(other Vector4) float32 + func (v Vector4) Floor() Vector4 + func (v Vector4) Length() float32 + func (v Vector4) LengthSquared() float32 + func (v Vector4) Lerp(other Vector4, alpha float32) Vector4 + func (v Vector4) Max(other Vector4) Vector4 + func (v Vector4) Min(other Vector4) Vector4 + func (v Vector4) Mul(other Vector4) Vector4 + func (v Vector4) MulMatrix4(m *Matrix4) Vector4 + func (v Vector4) MulScalar(s float32) Vector4 + func (v Vector4) Negate() Vector4 + func (v Vector4) Normal() Vector4 + func (v Vector4) PerspDiv() Vector3 + func (v Vector4) Round() Vector4 + func (v Vector4) SRGBFromLinear() Vector4 + func (v Vector4) SRGBToLinear() Vector4 + func (v Vector4) String() string + func (v Vector4) Sub(other Vector4) Vector4 + func (v Vector4) SubScalar(s float32) Vector4 + func (v Vector4) ToSlice(array []float32, offset int)