package main import ( "math" "math/rand" ) type Vec3D struct { x, y, z float64 } func (vec Vec3D) Invert() Vec3D { return Vec3D{-vec.x, -vec.y, -vec.z} } func (vec Vec3D) Length() float64 { return math.Sqrt(DotProduct(vec, vec)) } func (vec Vec3D) Unit() Vec3D { length := vec.Length() if length == 0 { return vec } return ScalarProduct(1.0/length, vec) } func (vec Vec3D) Reflect(normal Vec3D) Vec3D { return SubVec3D(vec, ScalarProduct(2*DotProduct(vec, normal), normal)) } func AddVec3D(vec1 Vec3D, vec2 Vec3D) Vec3D { return Vec3D{vec1.x + vec2.x, vec1.y + vec2.y, vec1.z + vec2.z} } func SubVec3D(vec1 Vec3D, vec2 Vec3D) Vec3D { return AddVec3D(vec1, vec2.Invert()) } func ScalarProduct(scalar float64, vec Vec3D) Vec3D { return Vec3D{scalar * vec.x, scalar * vec.y, scalar * vec.z} } func DotProduct(vec1 Vec3D, vec2 Vec3D) float64 { return vec1.x*vec2.x + vec1.y*vec2.y + vec1.z*vec2.z } func CrossProduct(vec1 Vec3D, vec2 Vec3D) Vec3D { return Vec3D{ vec1.y*vec2.z - vec1.z*vec2.y, vec1.z*vec2.x - vec1.x*vec2.z, vec1.x*vec2.y - vec1.y*vec2.x, } } func RandomInUnitSphere() Vec3D { for { point := Vec3D{2*rand.Float64() - 1, 2*rand.Float64() - 1, 2*rand.Float64() - 1} if point.Length() < 1.0 { return point } } }