f32/d3/vec3.go
func (v Vec3) Dist2D(v1 Vec3) float32 {
	dx := v1[0] - v[0]
	dz := v1[2] - v[2]
	return math32.Sqrt(dx*dx + dz*dz)
}
func (v Vec3) Dist2D(v1 Vec3) float32 {
	dx := v1[0] - v[0]
	dz := v1[2] - v[2]
	return math32.Sqrt(dx*dx + dz*dz)
}
func ( v Vec3 ) Dist2D ( v1 Vec3 ) float32 { dx := v1 [ 0 ] - v [ 0 ] dz := v1 [ 2 ] - v [ 2 ] return math32 . Sqrt ( dx * dx + dz * dz ) }
// Dist2D derives the distance between v and v2 on the xz-plane.
//
// The vectors are projected onto the xz-plane, so the y-values are ignored.
Dist2D derives the distance between v and v2 on the xz - plane . The vectors are projected onto the xz - plane so the y - values are ignored .