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 ) if type( x ) == "table" then x, y, z = table.unpack( x ) end local o = { x = x, y = y, z = z, } setmetatable( o, Vector3.meta ) return o end function Vector3:set( x, y, z ) if type( x ) == "table" then x, y, z = table.unpack( x ) end self.x = x self.y = y self.z = 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:abs() return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) ) end function Vector3:min( v2 ) return Vector3:new( RL_Vector3Min( self, v2 ) ) end function Vector3:max( v2 ) return Vector3:new( RL_Vector3Max( self, v2 ) ) end function Vector3:addValue( value ) return Vector3:new( RL_Vector3AddValue( self, value ) ) end function Vector3:subValue( value ) return Vector3:new( RL_Vector3SubtractValue( self, value ) ) end function Vector3:scale( scalar ) return Vector3:new( RL_Vector3Scale( self, scalar ) ) end function Vector3:cross( v2 ) return Vector3:new( RL_Vector3CrossProduct( self, v2 ) ) end function Vector3:perpendicular() return Vector3:new( 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:angle( v2 ) return RL_Vector3Angle( self, v2 ) end function Vector3:negate() return Vector3:new( RL_Vector3Negate( self ) ) end function Vector3:normalize() return Vector3:new( 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:new( RL_Vector3Transform( self, mat ) ) end function Vector3:rotateByQuaternion( q ) return Vector3:new( RL_Vector3RotateByQuaternion( self, q ) ) end function Vector3:lerp( v2, value ) return Vector3:new( RL_Vector3Lerp( self, v2, value ) ) end function Vector3:reflect( normal ) return Vector3:new( RL_Vector3Reflect( self, normal ) ) end return Vector3