summaryrefslogtreecommitdiff
path: root/examples/resources/lib/vector2.lua
blob: 044647326378edbb42ca36704ad7d74045eece02 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
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 RL_Vector2Equals( v1, v2 ) == 1
	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 o = {
		x = x,
		y = y,
	}
	setmetatable( o, Vector2.meta )
    return o
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: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: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

return Vector2