From 4f49201d6d185534025567dc3443ea8eed8a3658 Mon Sep 17 00:00:00 2001 From: Emile Date: Tue, 5 Feb 2019 21:41:42 +0100 Subject: renamed receivers consistently --- star.go | 34 +++++++++++++++++----------------- vector2D.go | 4 ++-- 2 files changed, 19 insertions(+), 19 deletions(-) diff --git a/star.go b/star.go index 0ddf8f2..11aea06 100644 --- a/star.go +++ b/star.go @@ -30,14 +30,14 @@ func NewStar2D(c Vec2, v Vec2, m float64) Star2D { // InsideOf is a method that tests if the star it is applied on is in or outside of the given // BoundingBox. It returns true if the star is inside of the BoundingBox and false if it isn't. -func (s Star2D) InsideOf(boundary BoundingBox) bool { +func (star Star2D) InsideOf(boundary BoundingBox) bool { // Test if the star is inside or outside of the bounding box. // Abort testing if one of the conditions is not met - if s.C.X < boundary.Center.X+boundary.Width/2 { - if s.C.X > boundary.Center.X-boundary.Width/2 { - if s.C.Y < boundary.Center.Y+boundary.Width/2 { - if s.C.Y > boundary.Center.Y-boundary.Width/2 { + if star.C.X < boundary.Center.X+boundary.Width/2 { + if star.C.X > boundary.Center.X-boundary.Width/2 { + if star.C.Y < boundary.Center.Y+boundary.Width/2 { + if star.C.Y > boundary.Center.Y-boundary.Width/2 { return true } } @@ -48,33 +48,33 @@ func (s Star2D) InsideOf(boundary BoundingBox) bool { } // CalcNewPos calculates the new position of a star using the force acting on it -func (s *Star2D) CalcNewPos(force Vec2, timestep float64) { - acceleration := NewVec2(force.X/s.M, force.Y/s.M) - s.Accelerate(acceleration, timestep) +func (star *Star2D) CalcNewPos(force Vec2, timestep float64) { + acceleration := NewVec2(force.X/star.M, force.Y/star.M) + star.Accelerate(acceleration, timestep) } // Copy Return a copy of the star by returning a star struct with the same values. -func (s *Star2D) Copy() Star2D { - return Star2D{s.C.Copy(), s.V.Copy(), s.M} +func (star *Star2D) Copy() Star2D { + return Star2D{star.C.Copy(), star.V.Copy(), star.M} } // AccelerateVelocity accelerates the star with the acceleration a for the time t. // This changes the velocity of the star. -func (s *Star2D) AccelerateVelocity(a Vec2, t float64) { - s.V = s.V.Add(a.Multiply(t)) +func (star *Star2D) AccelerateVelocity(a Vec2, t float64) { + star.V = star.V.Add(a.Multiply(t)) } // Move the star with it's velocity for the time t. // This changes the Position of the star. -func (s *Star2D) Move(t float64) { - s.C = s.C.Add(s.V.Multiply(t)) +func (star *Star2D) Move(t float64) { + star.C = star.C.Add(star.V.Multiply(t)) } // Accelerate and move the star with it's velocity and the acceleration a for the time t // This changes the position and the velocity of the star. -func (s *Star2D) Accelerate(a Vec2, t float64) { - s.AccelerateVelocity(a, t) - s.Move(t) +func (star *Star2D) Accelerate(a Vec2, t float64) { + star.AccelerateVelocity(a, t) + star.Move(t) } // posX determines if the star is the positive x region of the given boundary. If it is, diff --git a/vector2D.go b/vector2D.go index f358ecd..e038f6e 100644 --- a/vector2D.go +++ b/vector2D.go @@ -40,6 +40,6 @@ func (v *Vec2) Multiply(s float64) Vec2 { } // Add returns the sum of this vector and the vector v2 -func (v1 *Vec2) Add(v2 Vec2) Vec2 { - return Vec2{v1.X + v2.X, v1.Y + v2.Y} +func (v *Vec2) Add(v2 Vec2) Vec2 { + return Vec2{v.X + v2.X, v.Y + v2.Y} } -- cgit 1.4.1