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authorjussi2022-04-03 19:23:26 +0300
committerjussi2022-04-03 19:23:26 +0300
commit5eadd7d1d85879541f304737178eee2bd671bb5f (patch)
tree58e3f31cc39fa20dbc72e702f03429713bbd8ed0 /examples/resources/lib
parent7665cf4bc16a423d4cd98174853dcc36de08787e (diff)
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Model set/get transform and bug fixes.
Diffstat (limited to 'examples/resources/lib')
-rw-r--r--examples/resources/lib/vector2.lua112
-rw-r--r--examples/resources/lib/vector3.lua129
2 files changed, 241 insertions, 0 deletions
diff --git a/examples/resources/lib/vector2.lua b/examples/resources/lib/vector2.lua
new file mode 100644
index 0000000..0ea10b9
--- /dev/null
+++ b/examples/resources/lib/vector2.lua
@@ -0,0 +1,112 @@
+Vector2 = {}
+Vector2.meta = {
+ __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,
+ __idiv = function( v, value )
+ return Vector2:new( v.x // value, v.y // value )
+ end,
+ __len = function( v )
+ local len = 0
+
+ for _, _ in pairs( v ) do
+ len = len + 1
+ end
+
+ return len
+ end,
+ __eq = function( v1, v2 )
+ return v1.x == v2.x and v1.y == v2.y
+ end,
+}
+
+function Vector2:new( x, y )
+ local o = {
+ x = x,
+ y = y,
+ }
+ setmetatable( o, Vector2.meta )
+ return o
+end
+
+function Vector2:set( vec )
+ self.x = vec[1]
+ self.y = vec[2]
+end
+
+function Vector2:arr()
+ 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:length()
+ return RL_Vector2Length( self:arr() )
+end
+
+function Vector2:dot( v2 )
+ return RL_Vector2DotProduct( self:arr(), v2:arr() )
+end
+
+function Vector2:distance( v2 )
+ return RL_Vector2Distance( self:arr(), v2:arr() )
+end
+
+function Vector2:angle( v2 )
+ return RL_Vector2Angle( self:arr(), v2:arr() )
+end
+
+function Vector2:normalize()
+ local r = RL_Vector2Normalize( self:arr() )
+ return Vector2:new( r[1], r[2] )
+end
+
+function Vector2:lerp( v2, value )
+ local r = RL_Vector2Lerp( self:arr(), v2:arr(), value )
+ return Vector2:new( r[1], r[2] )
+end
+
+function Vector2:reflect( normal )
+ local r = RL_Vector2Reflect( self:arr(), normal:arr() )
+ return Vector2:new( r[1], r[2] )
+end
+
+function Vector2:rotate( angle )
+ local r = RL_Vector2Rotate( self:arr(), angle )
+ return Vector2:new( r[1], r[2] )
+end
+
+function Vector2:moveTowards( target, maxDistance )
+ local r = RL_Vector2MoveTowards( self:arr(), target:arr(), maxDistance )
+ return Vector2:new( r[1], r[2] )
+end
+
+return Vector2
diff --git a/examples/resources/lib/vector3.lua b/examples/resources/lib/vector3.lua
new file mode 100644
index 0000000..e3da9f1
--- /dev/null
+++ b/examples/resources/lib/vector3.lua
@@ -0,0 +1,129 @@
+Vector3 = {}
+Vector3.meta = {
+ __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,
+ __idiv = function( v, value )
+ return Vector3:new( v.x // value, v.y // value, v.z // value )
+ end,
+ __len = function( v )
+ local len = 0
+
+ for _, _ in pairs( v ) do
+ len = len + 1
+ end
+
+ return len
+ end,
+ __eq = function( v1, v2 )
+ return v1.x == v2.x and v1.y == v2.y and v1.z == v2.z
+ end,
+}
+
+function Vector3:new( x, y, z )
+ local o = {
+ x = x,
+ y = y,
+ z = z,
+ }
+ setmetatable( o, Vector3.meta )
+ return o
+end
+
+function Vector3:set( vec )
+ self.x = vec[1]
+ self.y = vec[2]
+ self.z = vec[3]
+end
+
+function Vector3:arr()
+ return { self.x, self.y, self.z }
+end
+
+function Vector3:clone()
+ return Vector3:new( self.x, self.y, self.z )
+end
+
+function Vector3:abs()
+ return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
+end
+
+function Vector3:cross( v2 )
+ local r = RL_Vector3CrossProduct( self:arr(), v2:arr() )
+ return Vector3:new( r[1], r[2], r[3] )
+end
+
+function Vector3:perpendicular()
+ local r = RL_Vector3Perpendicular( self:arr() )
+ return Vector3:new( r[1], r[2], r[3] )
+end
+
+function Vector3:length()
+ return RL_Vector3Length( self:arr() )
+end
+
+function Vector3:lengthSqr()
+ return RL_Vector3LengthSqr( self:arr() )
+end
+
+function Vector3:dot( v2 )
+ return RL_Vector3DotProduct( self:arr(), v2:arr() )
+end
+
+function Vector3:distance( v2 )
+ return RL_Vector3Distance( self:arr(), v2:arr() )
+end
+
+function Vector3:normalize()
+ local r = RL_Vector3Normalize( self:arr() )
+ return Vector3:new( r[1], r[2], r[3] )
+end
+
+function Vector3:orthoNormalize( v2 )
+ local r1, r2 = RL_Vector3OrthoNormalize( self:arr(), v2:arr() )
+ return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
+end
+
+function Vector3:transform( mat )
+ local r = RL_Vector3Transform( self:arr(), mat )
+ return Vector3:new( r[1], r[2], r[3] )
+end
+
+function Vector3:rotateByQuaternion( qua )
+ local r = RL_Vector3RotateByQuaternion( self:arr(), qua )
+ return Vector3:new( r[1], r[2], r[3] )
+end
+
+function Vector3:lerp( v2, value )
+ local r = RL_Vector3Lerp( self:arr(), v2:arr(), value )
+ return Vector3:new( r[1], r[2], r[3] )
+end
+
+function Vector3:reflect( normal )
+ local r = RL_Vector3Reflect( self:arr(), normal:arr() )
+ return Vector3:new( r[1], r[2], r[3] )
+end
+
+return Vector3