Files
reilua-enhanced/examples/resources/lib/vector3.lua
2024-08-05 23:35:57 +03:00

316 lines
6.5 KiB
Lua

-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = {}
local metatable = {
__index = Vector3,
__tostring = function( v )
return "{"..tostring( v.x )..", "..tostring( v.y )..", "..tostring( v.z ).."}"
end,
__add = function( v1, v2 )
return Vector3:new( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z )
end,
__sub = function( v1, v2 )
return Vector3:new( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z )
end,
__mul = function( v1, v2 )
return Vector3:new( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z )
end,
__div = function( v1, v2 )
return Vector3:new( v1.x / v2.x, v1.y / v2.y, v1.z / v2.z )
end,
__mod = function( v, value )
return Vector3:new( math.fmod( v.x, value ), math.fmod( v.y, value ), math.fmod( v.z, value ) )
end,
__pow = function( v, value )
return Vector3:new( v.x ^ value, v.y ^ value, v.z ^ value )
end,
__unm = function( v )
return Vector3:new( -v.x, -v.y, -v.z )
end,
__len = function()
return 3
end,
__eq = function( v1, v2 )
return RL.Vector3Equals( v1, v2 )
end,
__lt = function( v1, v2 )
return v1.x < v2.x and v1.y < v2.y and v1.z < v2.z
end,
__le = function( v1, v2 )
return v1.x <= v2.x and v1.y <= v2.y and v1.z <= v2.z
end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
}
function Vector3:new( x, y, z )
local object = setmetatable( {}, metatable )
object.x = x or 0
object.y = y or object.x
object.z = z or object.y
return object
end
function Vector3:newT( t )
local object = setmetatable( {}, metatable )
object.x, object.y, object.z = table.unpack( t )
return object
end
function Vector3:newV( v )
local object = setmetatable( {}, metatable )
object.x = v.x
object.y = v.y
object.z = v.z
return object
end
function Vector3:set( x, y, z )
self.x = x or 0
self.y = y or self.x
self.z = z or self.y
end
function Vector3:setT( t )
self.x, self.y, self.z = table.unpack( t )
end
function Vector3:setV( v )
self.x = v.x
self.y = v.y
self.z = v.z
end
function Vector3:serialize()
return "Vector3:new("..self.x..","..self.y..","..self.z..")"
end
function Vector3:arr()
return { self.x, self.y, self.z }
end
function Vector3:unpack()
return self.x, self.y, self.z
end
function Vector3:clone()
return Vector3:new( self.x, self.y, self.z )
end
function Vector3:getVectorXY()
return Vector2:new( self.x, self.y )
end
function Vector3:getVectorXZ()
return Vector2:new( self.x, self.z )
end
function Vector3:getVectorZY()
return Vector2:new( self.z, self.y )
end
function Vector3:abs()
return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
end
function Vector3:min( v2 )
return Vector3:newT( RL.Vector3Min( self, v2 ) )
end
function Vector3:max( v2 )
return Vector3:newT( RL.Vector3Max( self, v2 ) )
end
function Vector3:round()
return Vector3:new( RL.Round( self.x ), RL.Round( self.y ), RL.Round( self.z ) )
end
function Vector3:floor()
return Vector3:new( math.floor( self.x ), math.floor( self.y ), math.floor( self.z ) )
end
function Vector3:ceil()
return Vector3:new( math.ceil( self.x ), math.ceil( self.y ), math.ceil( self.z ) )
end
function Vector3:addValue( value )
return Vector3:newT( RL.Vector3AddValue( self, value ) )
end
function Vector3:subValue( value )
return Vector3:newT( RL.Vector3SubtractValue( self, value ) )
end
function Vector3:scale( scalar )
return Vector3:newT( RL.Vector3Scale( self, scalar ) )
end
function Vector3:cross( v2 )
return Vector3:newT( RL.Vector3CrossProduct( self, v2 ) )
end
function Vector3:perpendicular()
return Vector3:newT( RL.Vector3Perpendicular( self ) )
end
function Vector3:length()
return RL.Vector3Length( self )
end
function Vector3:lengthSqr()
return RL.Vector3LengthSqr( self )
end
function Vector3:dot( v2 )
return RL.Vector3DotProduct( self, v2 )
end
function Vector3:distance( v2 )
return RL.Vector3Distance( self, v2 )
end
function Vector3:distanceSqr( v2 )
return RL.Vector3DistanceSqr( self, v2 )
end
function Vector3:angle( v2 )
return RL.Vector3Angle( self, v2 )
end
function Vector3:negate()
return Vector3:newT( RL.Vector3Negate( self ) )
end
function Vector3:normalize()
return Vector3:newT( RL.Vector3Normalize( self ) )
end
function Vector3:orthoNormalize( v2 )
local r1, r2 = RL.Vector3OrthoNormalize( self, v2 )
return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
end
function Vector3:transform( mat )
return Vector3:newT( RL.Vector3Transform( self, mat ) )
end
function Vector3:rotateByQuaternion( q )
return Vector3:newT( RL.Vector3RotateByQuaternion( self, q ) )
end
function Vector3:rotateByAxisAngle( axis, angle )
return Vector3:newT( RL.Vector3RotateByAxisAngle( self, axis, angle ) )
end
function Vector3:lerp( v2, value )
return Vector3:newT( RL.Vector3Lerp( self, v2, value ) )
end
function Vector3:reflect( normal )
return Vector3:newT( RL.Vector3Reflect( self, normal ) )
end
function Vector3:invert()
return Vector3:newT( RL.Vector3Invert( self ) )
end
function Vector3:clamp( min, max )
return Vector3:newT( RL.Vector3Clamp( self, min, max ) )
end
function Vector3:clampValue( min, max )
return Vector3:newT( RL.Vector3ClampValue( self, min, max ) )
end
function Vector3:equals( v2 )
return RL.Vector3Equals( self, v2 )
end
function Vector3:sign()
return Vector3:new( RL.Sign( self.x ), RL.Sign( self.y ), RL.Sign( self.z ) )
end
function Vector3:addEq( v2 )
self.x = self.x + v2.x
self.y = self.y + v2.y
self.z = self.z + v2.z
end
function Vector3:subEq( v2 )
self.x = self.x - v2.x
self.y = self.y - v2.y
self.z = self.z - v2.z
end
function Vector3:mulEq( v2 )
self.x = self.x * v2.x
self.y = self.y * v2.y
self.z = self.z * v2.z
end
function Vector3:divEq( v2 )
self.x = self.x / v2.x
self.y = self.y / v2.y
self.z = self.z / v2.z
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, Vector3:new( 0, 0, 0 ) )
end
function Vector3:temp( x, y, z )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.x = x or 0
object.y = y or object.x
object.z = z or object.y
return object
end
function Vector3:tempT( t )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.x, object.y, object.z = table.unpack( t )
return object
end
function Vector3:tempV( v )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.x = v.x
object.y = v.y
object.z = v.z
return object
end
function Vector3:getTempId()
return curTemp
end
return Vector3