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
|
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 v1.x == v2.x and v1.y == v2.y
end,
}
function Vector2:new( x, y )
local o = {
x = x,
y = y,
}
setmetatable( o, Vector2.meta )
return o
end
function Vector2:set( vec )
self.x = vec[1]
self.y = vec[2]
end
function Vector2:arr()
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:length()
return RL_Vector2Length( self:arr() )
end
function Vector2:dot( v2 )
return RL_Vector2DotProduct( self:arr(), v2:arr() )
end
function Vector2:distance( v2 )
return RL_Vector2Distance( self:arr(), v2:arr() )
end
function Vector2:angle( v2 )
return RL_Vector2Angle( self:arr(), v2:arr() )
end
function Vector2:normalize()
local r = RL_Vector2Normalize( self:arr() )
return Vector2:new( r[1], r[2] )
end
function Vector2:lerp( v2, value )
local r = RL_Vector2Lerp( self:arr(), v2:arr(), value )
return Vector2:new( r[1], r[2] )
end
function Vector2:reflect( normal )
local r = RL_Vector2Reflect( self:arr(), normal:arr() )
return Vector2:new( r[1], r[2] )
end
function Vector2:rotate( angle )
local r = RL_Vector2Rotate( self:arr(), angle )
return Vector2:new( r[1], r[2] )
end
function Vector2:moveTowards( target, maxDistance )
local r = RL_Vector2MoveTowards( self:arr(), target:arr(), maxDistance )
return Vector2:new( r[1], r[2] )
end
return Vector2
|