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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
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