-- For luaJit compatibility. if table.unpack == nil then table.unpack = unpack end local Vector2 = require( "vector2" ) local Vector3 = {} local metatable = { __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, __len = function() return 3 end, __eq = function( v1, v2 ) return RL.Vector3Equals( v1, v2 ) == 1 end, __concat = function( a, b ) return tostring( a )..tostring( b ) end, } function Vector3:new( x, y, z ) local object = setmetatable( {}, metatable ) object.x = x or 0 object.y = y or 0 object.z = z or 0 return object end function Vector3:newT( t ) local object = setmetatable( {}, metatable ) object.x, object.y, object.z = table.unpack( t ) return object end function Vector3:newV( v ) local object = setmetatable( {}, metatable ) object.x = v.x object.y = v.y object.z = v.z return object end function Vector3:set( x, y, z ) self.x = x or 0 self.y = y or 0 self.z = z or 0 end function Vector3:setT( t ) self.x, self.y, self.z = table.unpack( t ) end function Vector3:setV( v ) self.x = v.x self.y = v.y self.z = v.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:getVectorXY() return Vector2:new( self.x, self.y ) end function Vector3:getVectorXZ() return Vector2:new( self.x, self.z ) end function Vector3:getVectorZY() return Vector2:new( self.z, self.y ) 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:newT( RL.Vector3Min( self, v2 ) ) end function Vector3:max( v2 ) return Vector3:newT( RL.Vector3Max( self, v2 ) ) end function Vector3:floor() return Vector3:new( math.floor( self.x ), math.floor( self.y ), math.floor( self.z ) ) end function Vector3:ceil() return Vector3:new( math.ceil( self.x ), math.ceil( self.y ), math.ceil( self.z ) ) end function Vector3:addValue( value ) return Vector3:newT( RL.Vector3AddValue( self, value ) ) end function Vector3:subValue( value ) return Vector3:newT( RL.Vector3SubtractValue( self, value ) ) end function Vector3:scale( scalar ) return Vector3:newT( RL.Vector3Scale( self, scalar ) ) end function Vector3:cross( v2 ) return Vector3:newT( RL.Vector3CrossProduct( self, v2 ) ) end function Vector3:perpendicular() return Vector3:newT( 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:distanceSqr( v2 ) return RL.Vector3DistanceSqr( self, v2 ) end function Vector3:angle( v2 ) return RL.Vector3Angle( self, v2 ) end function Vector3:negate() return Vector3:newT( RL.Vector3Negate( self ) ) end function Vector3:normalize() return Vector3:newT( 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:newT( RL.Vector3Transform( self, mat ) ) end function Vector3:rotateByQuaternion( q ) return Vector3:newT( RL.Vector3RotateByQuaternion( self, q ) ) end function Vector3:rotateByAxisAngle( axis, angle ) return Vector3:newT( RL.Vector3RotateByAxisAngle( self, axis, angle ) ) end function Vector3:lerp( v2, value ) return Vector3:newT( RL.Vector3Lerp( self, v2, value ) ) end function Vector3:reflect( normal ) return Vector3:newT( RL.Vector3Reflect( self, normal ) ) end function Vector3:invert() return Vector3:newT( RL.Vector3Invert( self ) ) end function Vector3:clamp( min, max ) return Vector3:newT( RL.Vector3Clamp( self, min, max ) ) end function Vector3:clampValue( min, max ) return Vector3:newT( RL.Vector3ClampValue( self, min, max ) ) end function Vector3:equals( v2 ) return RL.Vector3Equals( self, v2 ) end function Vector3:addEq( v2 ) self.x = self.x + v2.x self.y = self.y + v2.y self.z = self.z + v2.z end function Vector3:subEq( v2 ) self.x = self.x - v2.x self.y = self.y - v2.y self.z = self.z - v2.z end function Vector3:mulEq( v2 ) self.x = self.x * v2.x self.y = self.y * v2.y self.z = self.z * v2.z end function Vector3:divEq( v2 ) self.x = self.x / v2.x self.y = self.y / v2.y self.z = self.z / v2.z end -- Temp pre generated objects to avoid "slow" table generation. local TEMP_COUNT = 100 local tempPool = {} local curTemp = 1 for _ = 1, TEMP_COUNT do table.insert( tempPool, Vector3:new( 0, 0, 0 ) ) end function Vector3:temp( x, y, z ) local object = tempPool[ curTemp ] curTemp = curTemp + 1 if TEMP_COUNT < curTemp then curTemp = 1 end object.x = x or 0 object.y = y or 0 object.z = z or 0 return object end function Vector3:tempT( t ) local object = tempPool[ curTemp ] curTemp = curTemp + 1 if TEMP_COUNT < curTemp then curTemp = 1 end object.x, object.y, object.z = table.unpack( t ) return object end function Vector3:tempV( v ) local object = tempPool[ curTemp ] curTemp = curTemp + 1 if TEMP_COUNT < curTemp then curTemp = 1 end object.x = v.x object.y = v.y object.z = v.z return object end function Vector3:getTempId() return curTemp end return Vector3