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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
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