Object libraries like Vector2 optimizations.
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@@ -11,6 +11,7 @@ local metatable = {
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end,
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__add = function( v1, v2 )
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return Vector2:new( v1.x + v2.x, v1.y + v2.y )
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-- return Vector2:newOld( v1.x + v2.x, v1.y + v2.y )
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end,
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__sub = function( v1, v2 )
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return Vector2:new( v1.x - v2.x, v1.y - v2.y )
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@@ -42,27 +43,29 @@ local metatable = {
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}
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function Vector2:new( x, y )
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if type( x ) == "table" then
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x, y = table.unpack( x )
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elseif type( x ) == "nil" then
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x, y = 0, 0
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end
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local object = setmetatable( {}, metatable )
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object.x = x
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object.y = y
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object.x = x or 0
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object.y = y or 0
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return object
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end
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function Vector2:newT( t )
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local object = setmetatable( {}, metatable )
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object.x, object.y = table.unpack( t )
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return object
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end
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function Vector2:set( x, y )
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if type( x ) == "table" then
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x, y = table.unpack( x )
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end
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self.x = x or 0
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self.y = y or 0
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end
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self.x = x
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self.y = y
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function Vector2:setT( t )
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self.x, self.y = table.unpack( t )
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end
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function Vector2:arr()
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@@ -98,11 +101,11 @@ function Vector2:ceil()
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end
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function Vector2:addValue( value )
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return Vector2:new( RL.Vector2AddValue( self, value ) )
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return Vector2:newT( RL.Vector2AddValue( self, value ) )
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end
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function Vector2:subValue( value )
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return Vector2:new( RL.Vector2SubtractValue( self, value ) )
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return Vector2:newT( RL.Vector2SubtractValue( self, value ) )
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end
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function Vector2:length()
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@@ -138,43 +141,43 @@ function Vector2:atan2()
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end
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function Vector2:scale( scale )
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return Vector2:new( RL.Vector2Scale( self, scale ) )
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return Vector2:newT( RL.Vector2Scale( self, scale ) )
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end
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function Vector2:normalize()
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return Vector2:new( RL.Vector2Normalize( self ) )
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return Vector2:newT( RL.Vector2Normalize( self ) )
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end
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function Vector2:transform( mat )
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return Vector2:new( RL.Vector2Transform( self, mat ) )
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return Vector2:newT( RL.Vector2Transform( self, mat ) )
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end
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function Vector2:lerp( v2, value )
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return Vector2:new( RL.Vector2Lerp( self, v2, value ) )
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return Vector2:newT( RL.Vector2Lerp( self, v2, value ) )
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end
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function Vector2:reflect( normal )
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return Vector2:new( RL.Vector2Reflect( self, normal ) )
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return Vector2:newT( RL.Vector2Reflect( self, normal ) )
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end
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function Vector2:rotate( angle )
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return Vector2:new( RL.Vector2Rotate( self, angle ) )
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return Vector2:newT( RL.Vector2Rotate( self, angle ) )
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end
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function Vector2:moveTowards( target, maxDistance )
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return Vector2:new( RL.Vector2MoveTowards( self, target, maxDistance ) )
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return Vector2:newT( RL.Vector2MoveTowards( self, target, maxDistance ) )
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end
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function Vector2:invert()
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return Vector2:new( RL.Vector2Invert( self ) )
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return Vector2:newT( RL.Vector2Invert( self ) )
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end
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function Vector2:clamp( min, max )
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return Vector2:new( RL.Vector2Clamp( self, min, max ) )
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return Vector2:newT( RL.Vector2Clamp( self, min, max ) )
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end
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function Vector2:clampValue( min, max )
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return Vector2:new( RL.Vector2ClampValue( self, min, max ) )
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return Vector2:newT( RL.Vector2ClampValue( self, min, max ) )
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end
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function Vector2:equals( v2 )
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@@ -201,4 +204,45 @@ function Vector2:divEq( v2 )
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self.y = self.y / v2.y
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end
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local TEMP_COUNT = 100
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local tempPool = {}
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local curTemp = 1
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for _ = 1, TEMP_COUNT do
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table.insert( tempPool, Vector2:new( 0, 0 ) )
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end
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-- Uses pre generated objects to avoid "slow" table generation.
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function Vector2:temp( x, y )
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local object = tempPool[ curTemp ]
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curTemp = curTemp + 1
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if TEMP_COUNT < curTemp then
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curTemp = 1
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end
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object.x = x or 0
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object.y = y or 0
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return object
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end
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-- Uses pre generated objects to avoid "slow" table generation.
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function Vector2:tempT( t )
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local object = tempPool[ curTemp ]
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curTemp = curTemp + 1
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if TEMP_COUNT < curTemp then
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curTemp = 1
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end
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object.x, object.y = table.unpack( t )
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return object
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end
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function Vector2:getTempId()
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return curTemp
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end
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return Vector2
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