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- vector = {}
- function vector.new(a, b, c)
- if type(a) == "table" then
- assert(a.x and a.y and a.z, "Invalid vector passed to vector.new()")
- return {x=a.x, y=a.y, z=a.z}
- elseif a then
- assert(b and c, "Invalid arguments for vector.new()")
- return {x=a, y=b, z=c}
- end
- return {x=0, y=0, z=0}
- end
- function vector.equals(a, b)
- return a.x == b.x and
- a.y == b.y and
- a.z == b.z
- end
- function vector.length(v)
- return math.hypot(v.x, math.hypot(v.y, v.z))
- end
- function vector.normalize(v)
- local len = vector.length(v)
- if len == 0 then
- return {x=0, y=0, z=0}
- else
- return vector.divide(v, len)
- end
- end
- function vector.floor(v)
- return {
- x = math.floor(v.x),
- y = math.floor(v.y),
- z = math.floor(v.z)
- }
- end
- function vector.round(v)
- return {
- x = math.floor(v.x + 0.5),
- y = math.floor(v.y + 0.5),
- z = math.floor(v.z + 0.5)
- }
- end
- function vector.apply(v, func)
- return {
- x = func(v.x),
- y = func(v.y),
- z = func(v.z)
- }
- end
- function vector.distance(a, b)
- local x = a.x - b.x
- local y = a.y - b.y
- local z = a.z - b.z
- return math.hypot(x, math.hypot(y, z))
- end
- function vector.direction(pos1, pos2)
- return vector.normalize({
- x = pos2.x - pos1.x,
- y = pos2.y - pos1.y,
- z = pos2.z - pos1.z
- })
- end
- function vector.angle(a, b)
- local dotp = vector.dot(a, b)
- local cp = vector.cross(a, b)
- local crossplen = vector.length(cp)
- return math.atan2(crossplen, dotp)
- end
- function vector.dot(a, b)
- return a.x * b.x + a.y * b.y + a.z * b.z
- end
- function vector.cross(a, b)
- return {
- x = a.y * b.z - a.z * b.y,
- y = a.z * b.x - a.x * b.z,
- z = a.x * b.y - a.y * b.x
- }
- end
- function vector.add(a, b)
- if type(b) == "table" then
- return {x = a.x + b.x,
- y = a.y + b.y,
- z = a.z + b.z}
- else
- return {x = a.x + b,
- y = a.y + b,
- z = a.z + b}
- end
- end
- function vector.subtract(a, b)
- if type(b) == "table" then
- return {x = a.x - b.x,
- y = a.y - b.y,
- z = a.z - b.z}
- else
- return {x = a.x - b,
- y = a.y - b,
- z = a.z - b}
- end
- end
- function vector.multiply(a, b)
- if type(b) == "table" then
- return {x = a.x * b.x,
- y = a.y * b.y,
- z = a.z * b.z}
- else
- return {x = a.x * b,
- y = a.y * b,
- z = a.z * b}
- end
- end
- function vector.divide(a, b)
- if type(b) == "table" then
- return {x = a.x / b.x,
- y = a.y / b.y,
- z = a.z / b.z}
- else
- return {x = a.x / b,
- y = a.y / b,
- z = a.z / b}
- end
- end
- function vector.sort(a, b)
- return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)},
- {x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)}
- end
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