Object libraries like Vector2 optimizations.
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@@ -44,31 +44,31 @@ local metatable = {
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}
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function Vector3:new( x, y, z )
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if type( x ) == "table" then
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x, y, z = table.unpack( x )
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elseif type( x ) == "nil" then
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x, y, z = 0, 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.z = z
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object.x = x or 0
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object.y = y or 0
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object.z = z or 0
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return object
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end
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function Vector3:newT( t )
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local object = setmetatable( {}, metatable )
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object.x, object.y, object.z = table.unpack( t )
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return object
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end
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function Vector3:set( x, y, z )
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if type( x ) == "table" then
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x, y, z = table.unpack( x )
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elseif type( x ) == "nil" then
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x, y, z = 0, 0, 0
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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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self.z = z 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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self.z = z
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function Vector3:setT( t )
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self.x, self.y, self.z = table.unpack( t )
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end
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function Vector3:arr()
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@@ -100,11 +100,11 @@ function Vector3:abs()
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end
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function Vector3:min( v2 )
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return Vector3:new( RL.Vector3Min( self, v2 ) )
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return Vector3:newT( RL.Vector3Min( self, v2 ) )
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end
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function Vector3:max( v2 )
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return Vector3:new( RL.Vector3Max( self, v2 ) )
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return Vector3:newT( RL.Vector3Max( self, v2 ) )
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end
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function Vector3:floor()
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@@ -116,23 +116,23 @@ function Vector3:ceil()
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end
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function Vector3:addValue( value )
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return Vector3:new( RL.Vector3AddValue( self, value ) )
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return Vector3:newT( RL.Vector3AddValue( self, value ) )
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end
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function Vector3:subValue( value )
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return Vector3:new( RL.Vector3SubtractValue( self, value ) )
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return Vector3:newT( RL.Vector3SubtractValue( self, value ) )
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end
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function Vector3:scale( scalar )
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return Vector3:new( RL.Vector3Scale( self, scalar ) )
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return Vector3:newT( RL.Vector3Scale( self, scalar ) )
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end
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function Vector3:cross( v2 )
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return Vector3:new( RL.Vector3CrossProduct( self, v2 ) )
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return Vector3:newT( RL.Vector3CrossProduct( self, v2 ) )
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end
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function Vector3:perpendicular()
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return Vector3:new( RL.Vector3Perpendicular( self ) )
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return Vector3:newT( RL.Vector3Perpendicular( self ) )
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end
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function Vector3:length()
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@@ -160,11 +160,11 @@ function Vector3:angle( v2 )
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end
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function Vector3:negate()
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return Vector3:new( RL.Vector3Negate( self ) )
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return Vector3:newT( RL.Vector3Negate( self ) )
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end
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function Vector3:normalize()
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return Vector3:new( RL.Vector3Normalize( self ) )
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return Vector3:newT( RL.Vector3Normalize( self ) )
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end
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function Vector3:orthoNormalize( v2 )
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@@ -173,35 +173,35 @@ function Vector3:orthoNormalize( v2 )
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end
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function Vector3:transform( mat )
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return Vector3:new( RL.Vector3Transform( self, mat ) )
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return Vector3:newT( RL.Vector3Transform( self, mat ) )
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end
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function Vector3:rotateByQuaternion( q )
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return Vector3:new( RL.Vector3RotateByQuaternion( self, q ) )
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return Vector3:newT( RL.Vector3RotateByQuaternion( self, q ) )
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end
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function Vector3:rotateByAxisAngle( axis, angle )
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return Vector3:new( RL.Vector3RotateByAxisAngle( self, axis, angle ) )
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return Vector3:newT( RL.Vector3RotateByAxisAngle( self, axis, angle ) )
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end
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function Vector3:lerp( v2, value )
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return Vector3:new( RL.Vector3Lerp( self, v2, value ) )
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return Vector3:newT( RL.Vector3Lerp( self, v2, value ) )
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end
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function Vector3:reflect( normal )
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return Vector3:new( RL.Vector3Reflect( self, normal ) )
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return Vector3:newT( RL.Vector3Reflect( self, normal ) )
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end
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function Vector3:invert()
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return Vector3:new( RL.Vector3Invert( self ) )
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return Vector3:newT( RL.Vector3Invert( self ) )
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end
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function Vector3:clamp( min, max )
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return Vector3:new( RL.Vector3Clamp( self, min, max ) )
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return Vector3:newT( RL.Vector3Clamp( self, min, max ) )
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end
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function Vector3:clampValue( min, max )
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return Vector3:new( RL.Vector3ClampValue( self, min, max ) )
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return Vector3:newT( RL.Vector3ClampValue( self, min, max ) )
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end
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function Vector3:equals( v2 )
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@@ -232,4 +232,46 @@ function Vector3:divEq( v2 )
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self.z = self.z / v2.z
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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, Vector3:new( 0, 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 Vector3:temp( x, y, z )
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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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object.z = z 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 Vector3: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, object.z = table.unpack( t )
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return object
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end
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function Vector3:getTempId()
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return curTemp
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end
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return Vector3
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