package mathutil import "math" type Vec3 struct { X float32 Y float32 Z float32 } func NewVec3(x, y, z float32) Vec3 { return Vec3{X: x, Y: y, Z: z} } func (v Vec3) Add(other Vec3) Vec3 { return Vec3{X: v.X + other.X, Y: v.Y + other.Y, Z: v.Z + other.Z} } func (v Vec3) Sub(other Vec3) Vec3 { return Vec3{X: v.X - other.X, Y: v.Y - other.Y, Z: v.Z - other.Z} } func (v Vec3) Scale(s float32) Vec3 { return Vec3{X: v.X * s, Y: v.Y * s, Z: v.Z * s} } func (v Vec3) Length() float32 { return float32(math.Sqrt(float64(v.X*v.X + v.Y*v.Y + v.Z*v.Z))) } func (v Vec3) LengthSq() float32 { return v.X*v.X + v.Y*v.Y + v.Z*v.Z } func (v Vec3) Normalize() Vec3 { l := v.Length() if l < 1e-8 { return Vec3{} } return v.Scale(1.0 / l) } func (v Vec3) DistanceTo(other Vec3) float32 { return v.Sub(other).Length() } func (v Vec3) DistanceSqTo(other Vec3) float32 { return v.Sub(other).LengthSq() } // DistanceXZ returns distance ignoring Y axis (for ground-plane calculations). func (v Vec3) DistanceXZ(other Vec3) float32 { dx := v.X - other.X dz := v.Z - other.Z return float32(math.Sqrt(float64(dx*dx + dz*dz))) }