package main import ( "math" ) type Vector3 struct { X, Y, Z float64 } func (u Vector3) GetColor(p Vector3) Vector3 { return u } func (u Vector3) Add(v Vector3) Vector3 { return Vector3{u.X + v.X, u.Y + v.Y, u.Z + v.Z} } func (u Vector3) Neg() Vector3 { return Vector3{-u.X, -u.Y, -u.Z} } func (u Vector3) Sub(v Vector3) Vector3 { return u.Add(v.Neg()) } func (u Vector3) Scale(a float64) Vector3 { return Vector3{a * u.X, a * u.Y, a * u.Z} } func (u Vector3) Dot(v Vector3) float64 { return u.X*v.X + u.Y*v.Y + u.Z*v.Z } func (u Vector3) Cross(v Vector3) Vector3 { return Vector3{u.Y*v.Z - u.Z*v.Y, u.Z*v.X - u.X*v.Z, u.X*v.Y - u.Y*v.X} } func (u Vector3) LengthSquared() float64 { return u.Dot(u) } func (u Vector3) Length() float64 { return math.Sqrt(u.LengthSquared()) } func (u Vector3) Normalized() Vector3 { return u.Scale(1.0 / u.Length()) } func (u Vector3) Round() Vector3 { round := math.Round return Vector3{round(u.X), round(u.Y), round(u.Z)} } func (u Vector3) Abs() Vector3 { abs := math.Abs return Vector3{abs(u.X), abs(u.Y), abs(u.Z)} } func (u Vector3) Max(x float64) Vector3 { return Vector3{max(u.X, x), max(u.Y, x), max(u.Z, x)} } func (u Vector3) Min(x float64) Vector3 { return Vector3{min(u.X, x), min(u.Y, x), min(u.Z, x)} } // i incident, n normal. Both vector should be normalized func Reflect(i Vector3, n Vector3) Vector3 { y := i.Dot(n) return i.Add(n.Scale(2 * y)) } // Todo : Refract // Rodrigues' rotation formula. rotVector should be normalized func Rotate(u Vector3, rotVector Vector3, angle float64) Vector3 { cos, sin := math.Cos(angle), math.Sin(angle) vec1 := u.Scale(cos) vec2 := rotVector.Cross(u).Scale(sin) vec3 := rotVector.Scale(rotVector.Dot(u) * (1 - cos)) return vec1.Add(vec2).Add(vec3) } func Mix(u Vector3, v Vector3, k float64) Vector3 { l := (1 - k) return Vector3{u.X*l + v.X*k, u.Y*l + v.Y*k, u.Z*l + v.Z*k} } func (v Vector3) Unpack() (float64, float64, float64) { return v.X, v.Y, v.Z } // Others maths thingies func Clamp(x float64, a float64, b float64) float64 { return min(max(x, a), b) } func (v Vector3) Clamp(a float64, b float64) Vector3 { x, y, z := v.Unpack() x, y, z = Clamp(x, a, b), Clamp(y, a, b), Clamp(z, a, b) return Vector3{x, y, z} } func SmoothStep(x float64, a float64, b float64) float64 { x = Clamp((x-a)/(b-a), 0, 1) return x * x * (3.0 - 2.0*x) }