-- 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 ) == 1 end, __concat = function( a, b ) return tostring( a )..tostring( b ) end, } function Vector2:new( x, y ) if type( x ) == "table" then x, y = table.unpack( x ) elseif type( x ) == "nil" then x, y = 0, 0 end local object = setmetatable( {}, metatable ) object.x = x object.y = y return object end function Vector2:set( x, y ) if type( x ) == "table" then x, y = table.unpack( x ) end self.x = x self.y = 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: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:new( RL.Vector2AddValue( self, value ) ) end function Vector2:subValue( value ) return Vector2:new( 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.atan( self.y, self.x ) end function Vector2:scale( scale ) return Vector2:new( RL.Vector2Scale( self, scale ) ) end function Vector2:normalize() return Vector2:new( RL.Vector2Normalize( self ) ) end function Vector2:transform( mat ) return Vector2:new( RL.Vector2Transform( self, mat ) ) end function Vector2:lerp( v2, value ) return Vector2:new( RL.Vector2Lerp( self, v2, value ) ) end function Vector2:reflect( normal ) return Vector2:new( RL.Vector2Reflect( self, normal ) ) end function Vector2:rotate( angle ) return Vector2:new( RL.Vector2Rotate( self, angle ) ) end function Vector2:moveTowards( target, maxDistance ) return Vector2:new( RL.Vector2MoveTowards( self, target, maxDistance ) ) end function Vector2:invert() return Vector2:new( RL.Vector2Invert( self ) ) end function Vector2:clamp( min, max ) return Vector2:new( RL.Vector2Clamp( self, min, max ) ) end function Vector2:clampValue( min, max ) return Vector2:new( RL.Vector2ClampValue( self, min, max ) ) end function Vector2:equals( v2 ) return RL.Vector2Equals( self, v2 ) 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 return Vector2