Files

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Lua

-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local Vector2 = {}
local metatable = {
__index = Vector2,
__tostring = function( v )
return "{"..tostring( v.x )..", "..tostring( v.y ).."}"
end,
__add = function( v1, v2 )
return Vector2:new( v1.x + v2.x, v1.y + v2.y )
end,
__sub = function( v1, v2 )
return Vector2:new( v1.x - v2.x, v1.y - v2.y )
end,
__mul = function( v1, v2 )
return Vector2:new( v1.x * v2.x, v1.y * v2.y )
end,
__div = function( v1, v2 )
return Vector2:new( v1.x / v2.x, v1.y / v2.y )
end,
__mod = function( v, value )
return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
end,
__pow = function( v, value )
return Vector2:new( v.x ^ value, v.y ^ value )
end,
__unm = function( v )
return Vector2:new( -v.x, -v.y )
end,
__len = function()
return 2
end,
__eq = function( v1, v2 )
return RL.Vector2Equals( v1, v2 )
end,
__lt = function( v1, v2 )
return v1.x < v2.x and v1.y < v2.y
end,
__le = function( v1, v2 )
return v1.x <= v2.x and v1.y <= v2.y
end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
}
function Vector2:new( x, y )
local object = setmetatable( {}, metatable )
object.x = x or 0
object.y = y or object.x
return object
end
function Vector2:newT( t )
local object = setmetatable( {}, metatable )
object.x, object.y = table.unpack( t )
return object
end
function Vector2:newV( v )
local object = setmetatable( {}, metatable )
object.x = v.x
object.y = v.y
return object
end
function Vector2:set( x, y )
self.x = x or 0
self.y = y or self.x
end
function Vector2:setT( t )
self.x, self.y = table.unpack( t )
end
function Vector2:setV( v )
self.x = v.x
self.y = v.y
end
function Vector2:serialize()
return "Vector2:new("..self.x..","..self.y..")"
end
function Vector2:arr()
return { self.x, self.y }
end
function Vector2:unpack()
return self.x, self.y
end
function Vector2:clone()
return Vector2:new( self.x, self.y )
end
function Vector2:abs()
return Vector2:new( math.abs( self.x ), math.abs( self.y ) )
end
function Vector2:min( v2 )
return Vector2:new( math.min( self.x, v2.x ), math.min( self.y, v2.y ) )
end
function Vector2:max( v2 )
return Vector2:new( math.max( self.x, v2.x ), math.max( self.y, v2.y ) )
end
function Vector2:round()
return Vector2:new( RL.Round( self.x ), RL.Round( self.y ) )
end
function Vector2:floor()
return Vector2:new( math.floor( self.x ), math.floor( self.y ) )
end
function Vector2:ceil()
return Vector2:new( math.ceil( self.x ), math.ceil( self.y ) )
end
function Vector2:addValue( value )
return Vector2:newT( RL.Vector2AddValue( self, value ) )
end
function Vector2:subValue( value )
return Vector2:newT( RL.Vector2SubtractValue( self, value ) )
end
function Vector2:length()
return RL.Vector2Length( self )
end
function Vector2:lengthSqr()
return RL.Vector2LengthSqr( self )
end
function Vector2:dot( v2 )
return RL.Vector2DotProduct( self, v2 )
end
function Vector2:distance( v2 )
return RL.Vector2Distance( self, v2 )
end
function Vector2:distanceSqr( v2 )
return RL.Vector2DistanceSqr( self, v2 )
end
function Vector2:angle( v2 )
return RL.Vector2Angle( self, v2 )
end
function Vector2:lineAngle( v2 )
return RL.Vector2LineAngle( self, v2 )
end
function Vector2:atan2()
return math.atan2 and math.atan2( self.y, self.x ) or math.atan( self.y, self.x )
end
function Vector2:scale( scale )
return Vector2:newT( RL.Vector2Scale( self, scale ) )
end
function Vector2:normalize()
return Vector2:newT( RL.Vector2Normalize( self ) )
end
function Vector2:transform( mat )
return Vector2:newT( RL.Vector2Transform( self, mat ) )
end
function Vector2:lerp( v2, value )
return Vector2:newT( RL.Vector2Lerp( self, v2, value ) )
end
function Vector2:reflect( normal )
return Vector2:newT( RL.Vector2Reflect( self, normal ) )
end
function Vector2:rotate( angle )
return Vector2:newT( RL.Vector2Rotate( self, angle ) )
end
function Vector2:moveTowards( target, maxDistance )
return Vector2:newT( RL.Vector2MoveTowards( self, target, maxDistance ) )
end
function Vector2:invert()
return Vector2:newT( RL.Vector2Invert( self ) )
end
function Vector2:clamp( min, max )
return Vector2:newT( RL.Vector2Clamp( self, min, max ) )
end
function Vector2:clampValue( min, max )
return Vector2:newT( RL.Vector2ClampValue( self, min, max ) )
end
function Vector2:equals( v2 )
return RL.Vector2Equals( self, v2 )
end
function Vector2:sign()
return Vector2:new( RL.Sign( self.x ), RL.Sign( self.y ) )
end
function Vector2:addEq( v2 )
self.x = self.x + v2.x
self.y = self.y + v2.y
end
function Vector2:subEq( v2 )
self.x = self.x - v2.x
self.y = self.y - v2.y
end
function Vector2:mulEq( v2 )
self.x = self.x * v2.x
self.y = self.y * v2.y
end
function Vector2:divEq( v2 )
self.x = self.x / v2.x
self.y = self.y / v2.y
end
-- Temp pre generated objects to avoid "slow" table generation.
local TEMP_COUNT = 100
local tempPool = {}
local curTemp = 1
for _ = 1, TEMP_COUNT do
table.insert( tempPool, Vector2:new( 0, 0 ) )
end
function Vector2:temp( x, y )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.x = x or 0
object.y = y or object.x
return object
end
function Vector2:tempT( t )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.x, object.y = table.unpack( t )
return object
end
function Vector2:tempV( v )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.x = v.x
object.y = v.y
return object
end
function Vector2:getTempId()
return curTemp
end
return Vector2