Working but nothing so far
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6ed5b21890
commit
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5 changed files with 136 additions and 35 deletions
6
color.go
6
color.go
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@ -3,3 +3,9 @@ package main
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type Color interface {
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type Color interface {
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GetColor(Vector3) Vector3
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GetColor(Vector3) Vector3
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}
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}
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var RED = Vector3{255, 0, 0}
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var GREEN = Vector3{0, 255, 0}
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var BLUE = Vector3{0, 0, 255}
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var WHITE = Vector3{255, 255, 255}
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var GREY = Vector3{127, 127, 127}
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@ -8,7 +8,7 @@ type Sphere struct {
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}
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}
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func (s Sphere) Distance(p Vector3) (float64, Color) {
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func (s Sphere) Distance(p Vector3) (float64, Color) {
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return p.Sub(s.center).Length(), s.color
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return p.Sub(s.center).Length() - s.radius, s.color
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}
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}
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// Box
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// Box
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147
ray_marching.go
147
ray_marching.go
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@ -1,44 +1,129 @@
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package main
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package main
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import (
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import (
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"math"
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rl "github.com/gen2brain/raylib-go/raylib"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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)
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const MAX_DIST = 1000.0
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const MAX_STEP = 100
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const EPS = 0.1
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const WIDTH = 500
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const HEIGHT = 500
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const PI = math.Pi
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// var sphere Sphere = Sphere{Vector3{0, 0, 100}, 10, RED}
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// var plane Plane = Plane{Vector3{0, 1, 0}, -10, GREY}
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// var scene UnionSDF = UnionSDF{sphere, plane}
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// x right, y forward, z up
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var scene Sphere = Sphere{Vector3{0, 100, 0}, 5, RED}
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var cameraPos Vector3 = Vector3{0, -10, 0}
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// radius, theta, phi
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var screenSpherical Vector3 = Vector3{10, PI / 2, PI / 2}
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var screenPhysicalSize float64 = 5
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func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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p := origin
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for range MAX_STEP {
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dist, color := scene.Distance(p)
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// fmt.Println(dist)
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if dist < EPS {
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// fmt.Println("hit")
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return true, color.GetColor(p)
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}
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if dist > MAX_DIST {
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break
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}
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// fmt.Println("Before")
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// fmt.Println(p, dist)
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p = p.Add(direction.Scale(dist))
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// fmt.Println("After")
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// fmt.Println(p, DistanceOnly(scene, p))
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}
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return false, GREY
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}
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func genImage() *rl.Image {
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screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian()
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screenCenter := cameraPos.Add(screenCartesian)
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// fmt.Println(theta_vec, phi_vec)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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for pixel_x := range WIDTH {
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for pixel_y := range HEIGHT {
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sx := screenPhysicalSize * (float64(pixel_x)/WIDTH - 0.5)
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sy := screenPhysicalSize * (float64(pixel_y)/WIDTH - 0.5)
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origin := screenCenter.Add(theta_vec.Scale(-sx)).Add(phi_vec.Scale(-sy))
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direction := (origin.Sub(cameraPos)).Normalized()
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// fmt.Println(origin, direction)
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hit, color_vec := rayMarch(origin, direction)
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var fr, fg, fb float64
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if hit {
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fr, fg, fb = color_vec.Unpack()
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} else {
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fr, fg, fb = 0, 0, 0
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}
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r, g, b := uint8(fr), uint8(fg), uint8(fb)
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rl.ImageDrawPixel(image, int32(pixel_x), int32(pixel_y), rl.Color{R: r, G: g, B: b, A: 255})
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}
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}
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return image
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}
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func main() {
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func main() {
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screenWidth := int32(800)
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rl.InitWindow(WIDTH, HEIGHT, "raymarching")
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screenHeight := int32(450)
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texture := rl.LoadTextureFromImage(genImage())
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rl.InitWindow(screenWidth, screenHeight, "Bouncing Ball in Go - raylib")
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defer rl.CloseWindow()
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rl.SetTargetFPS(60)
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// Ball properties
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ballRadius := float32(20)
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ballPos := rl.NewVector2(float32(screenWidth)/2.0, float32(screenHeight)/2.0)
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ballSpeed := rl.NewVector2(4, 3)
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ballColor := rl.Red
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for !rl.WindowShouldClose() {
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for !rl.WindowShouldClose() {
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// Update
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ballPos.X += ballSpeed.X
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ballPos.Y += ballSpeed.Y
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// Bounce on edges
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if ballPos.X >= float32(screenWidth)-ballRadius || ballPos.X <= ballRadius {
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ballSpeed.X *= -1
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}
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if ballPos.Y >= float32(screenHeight)-ballRadius || ballPos.Y <= ballRadius {
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ballSpeed.Y *= -1
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}
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// Draw
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rl.BeginDrawing()
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.ClearBackground(rl.Black)
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rl.DrawTexture(texture, 0, 0, rl.White)
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rl.DrawText("Bouncing Ball Example", 10, 10, 20, rl.DarkGray)
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rl.DrawCircleV(ballPos, ballRadius, ballColor)
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rl.EndDrawing()
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rl.EndDrawing()
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}
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}
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}
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}
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// func main() {
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// screenWidth := int32(800)
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// screenHeight := int32(450)
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// rl.InitWindow(screenWidth, screenHeight, "Bouncing Ball in Go - raylib")
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// defer rl.CloseWindow()
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// rl.SetTargetFPS(60)
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// // Ball properties
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// ballRadius := float32(20)
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// ballPos := rl.NewVector2(float32(screenWidth)/2.0, float32(screenHeight)/2.0)
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// ballSpeed := rl.NewVector2(4, 3)
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// ballColor := rl.Red
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// for !rl.WindowShouldClose() {
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// // Update
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// ballPos.X += ballSpeed.X
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// ballPos.Y += ballSpeed.Y
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// // Bounce on edges
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// if ballPos.X >= float32(screenWidth)-ballRadius || ballPos.X <= ballRadius {
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// ballSpeed.X *= -1
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// }
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// if ballPos.Y >= float32(screenHeight)-ballRadius || ballPos.Y <= ballRadius {
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// ballSpeed.Y *= -1
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// }
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// // Draw
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// rl.BeginDrawing()
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// rl.ClearBackground(rl.RayWhite)
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// rl.DrawText("Bouncing Ball Example", 10, 10, 20, rl.DarkGray)
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// rl.DrawCircleV(ballPos, ballRadius, ballColor)
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// rl.EndDrawing()
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// }
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// }
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2
sdf.go
2
sdf.go
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@ -2,8 +2,6 @@ package main
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import "math"
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import "math"
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const EPS = 0.001
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type SDF interface {
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type SDF interface {
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Distance(Vector3) (float64, Color)
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Distance(Vector3) (float64, Color)
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}
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}
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14
vec3.go
14
vec3.go
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@ -92,8 +92,20 @@ func (v Vector3) Unpack() (float64, float64, float64) {
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return v.X, v.Y, v.Z
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return v.X, v.Y, v.Z
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}
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}
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// Others maths thingies
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// Return position, and units vectors of spherical into cartesian coords (r, theta, phi) units vecs
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func (v Vector3) SphericalToCartesian() (Vector3, Vector3, Vector3, Vector3) {
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p, theta, phi := v.Unpack()
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cos_theta, sin_theta := math.Cos(theta), math.Sin(theta)
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cos_phi, sin_phi := math.Cos(phi), math.Sin(phi)
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cart_pos := Vector3{p * cos_theta * cos_phi, p * sin_theta * sin_phi, p * cos_theta}
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unit_vec_r := Vector3{sin_theta * cos_phi, sin_theta * cos_phi, cos_theta}
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unit_vec_theta := Vector3{cos_theta * cos_phi, cos_theta * sin_phi, -sin_theta}
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unit_vec_phi := Vector3{-sin_phi, cos_phi, 0}
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return cart_pos, unit_vec_r, unit_vec_theta, unit_vec_phi
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}
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// Others maths thingies
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func Clamp(x float64, a float64, b float64) float64 {
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func Clamp(x float64, a float64, b float64) float64 {
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return min(max(x, a), b)
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return min(max(x, a), b)
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}
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}
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