209 lines
4.5 KiB
Lua
209 lines
4.5 KiB
Lua
-- For luaJit compatibility.
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if table.unpack == nil then
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table.unpack = unpack
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end
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local Vector2 = require( "vector2" )
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local Vector3 = {}
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Vector3.meta = {
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__index = Vector3,
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__tostring = function( v )
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return "{"..tostring( v.x )..", "..tostring( v.y )..", "..tostring( v.z ).."}"
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end,
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__add = function( v1, v2 )
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return Vector3:new( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z )
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end,
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__sub = function( v1, v2 )
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return Vector3:new( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z )
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end,
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__mul = function( v1, v2 )
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return Vector3:new( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z )
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end,
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__div = function( v1, v2 )
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return Vector3:new( v1.x / v2.x, v1.y / v2.y, v1.z / v2.z )
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end,
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__mod = function( v, value )
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return Vector3:new( math.fmod( v.x, value ), math.fmod( v.y, value ), math.fmod( v.z, value ) )
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end,
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__pow = function( v, value )
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return Vector3:new( v.x ^ value, v.y ^ value, v.z ^ value )
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end,
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__unm = function( v )
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return Vector3:new( -v.x, -v.y, -v.z )
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end,
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__len = function()
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return 3
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end,
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__eq = function( v1, v2 )
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return RL.Vector3Equals( v1, v2 ) == 1
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end,
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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( {}, Vector3.meta )
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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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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
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self.y = y
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self.z = z
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end
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function Vector3:arr()
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return { self.x, self.y, self.z }
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end
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function Vector3:unpack()
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return self.x, self.y, self.z
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end
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function Vector3:clone()
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return Vector3:new( self.x, self.y, self.z )
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end
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function Vector3:getVectorXY()
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return Vector2:new( self.x, self.y )
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end
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function Vector3:getVectorXZ()
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return Vector2:new( self.x, self.z )
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end
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function Vector3:getVectorZY()
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return Vector2:new( self.z, self.y )
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end
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function Vector3:abs()
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return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
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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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end
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function Vector3:max( v2 )
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return Vector3:new( RL.Vector3Max( self, v2 ) )
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end
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function Vector3:floor()
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return Vector3:new( math.floor( self.x ), math.floor( self.y ), math.floor( self.z ) )
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end
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function Vector3:ceil()
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return Vector3:new( math.ceil( self.x ), math.ceil( self.y ), math.ceil( self.z ) )
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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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end
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function Vector3:subValue( value )
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return Vector3:new( 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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end
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function Vector3:cross( v2 )
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return Vector3:new( 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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end
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function Vector3:length()
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return RL.Vector3Length( self )
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end
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function Vector3:lengthSqr()
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return RL.Vector3LengthSqr( self )
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end
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function Vector3:dot( v2 )
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return RL.Vector3DotProduct( self, v2 )
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end
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function Vector3:distance( v2 )
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return RL.Vector3Distance( self, v2 )
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end
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function Vector3:distanceSqr( v2 )
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return RL.Vector3DistanceSqr( self, v2 )
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end
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function Vector3:angle( v2 )
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return RL.Vector3Angle( self, 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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end
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function Vector3:normalize()
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return Vector3:new( RL.Vector3Normalize( self ) )
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end
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function Vector3:orthoNormalize( v2 )
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local r1, r2 = RL.Vector3OrthoNormalize( self, v2 )
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return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
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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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end
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function Vector3:rotateByQuaternion( q )
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return Vector3:new( 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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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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end
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function Vector3:reflect( normal )
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return Vector3:new( 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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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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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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end
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function Vector3:equals( v2 )
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return RL.Vector3Equals( self, v2 )
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end
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return Vector3
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