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