174 lines
3.6 KiB
Lua
174 lines
3.6 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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Vector2 = {}
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Vector2.meta = {
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__index = Vector2,
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__tostring = function( v )
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return "{"..tostring( v.x )..", "..tostring( v.y ).."}"
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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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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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end,
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__mul = function( v1, v2 )
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return Vector2:new( v1.x * v2.x, v1.y * v2.y )
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end,
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__div = function( v1, v2 )
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return Vector2:new( v1.x / v2.x, v1.y / v2.y )
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end,
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__mod = function( v, value )
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return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
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end,
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__pow = function( v, value )
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return Vector2:new( v.x ^ value, v.y ^ value )
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end,
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__unm = function( v )
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return Vector2:new( -v.x, -v.y )
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end,
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__len = function( _ )
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return 2
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end,
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__eq = function( v1, v2 )
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return RL.Vector2Equals( v1, v2 ) == 1
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end,
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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( {}, Vector2.meta )
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object.x = x
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object.y = y
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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
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self.y = y
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end
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function Vector2:arr()
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return { self.x, self.y }
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end
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function Vector2:unpack()
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return self.x, self.y
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end
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function Vector2:clone()
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return Vector2:new( self.x, self.y )
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end
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function Vector2:abs()
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return Vector2:new( math.abs( self.x ), math.abs( self.y ) )
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end
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function Vector2:min( v2 )
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return Vector2:new( math.min( self.x, v2.x ), math.min( self.y, v2.y ) )
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end
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function Vector2:max( v2 )
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return Vector2:new( math.max( self.x, v2.x ), math.max( self.y, v2.y ) )
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end
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function Vector2:floor()
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return Vector2:new( math.floor( self.x ), math.floor( self.y ) )
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end
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function Vector2:ceil()
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return Vector2:new( math.ceil( self.x ), math.ceil( self.y ) )
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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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end
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function Vector2:subValue( value )
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return Vector2:new( RL.Vector2SubtractValue( self, value ) )
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end
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function Vector2:length()
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return RL.Vector2Length( self )
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end
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function Vector2:lengthSqr()
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return RL.Vector2LengthSqr( self )
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end
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function Vector2:dot( v2 )
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return RL.Vector2DotProduct( self, v2 )
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end
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function Vector2:distance( v2 )
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return RL.Vector2Distance( self, v2 )
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end
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function Vector2:distanceSqr( v2 )
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return RL.Vector2DistanceSqr( self, v2 )
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end
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function Vector2:angle( v2 )
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return RL.Vector2Angle( self, v2 )
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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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end
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function Vector2:normalize()
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return Vector2:new( 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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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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end
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function Vector2:reflect( normal )
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return Vector2:new( 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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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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end
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function Vector2:invert()
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return Vector2:new( 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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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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end
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function Vector2:equals( v2 )
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return RL.Vector2Equals( self, v2 )
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end
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return Vector2
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