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Add metatables to lua vectors (#11039)
Add backwards-compatible metatable functions for vectors.
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16 changed files with 570 additions and 179 deletions
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@ -1,15 +1,43 @@
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--[[
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Vector helpers
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Note: The vector.*-functions must be able to accept old vectors that had no metatables
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]]
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-- localize functions
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local setmetatable = setmetatable
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vector = {}
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local metatable = {}
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vector.metatable = metatable
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local xyz = {"x", "y", "z"}
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-- only called when rawget(v, key) returns nil
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function metatable.__index(v, key)
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return rawget(v, xyz[key]) or vector[key]
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end
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-- only called when rawget(v, key) returns nil
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function metatable.__newindex(v, key, value)
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rawset(v, xyz[key] or key, value)
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end
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-- constructors
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local function fast_new(x, y, z)
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return setmetatable({x = x, y = y, z = z}, metatable)
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end
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function vector.new(a, b, c)
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if type(a) == "table" then
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assert(a.x and a.y and a.z, "Invalid vector passed to vector.new()")
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return {x=a.x, y=a.y, z=a.z}
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return fast_new(a.x, a.y, a.z)
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elseif a then
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assert(b and c, "Invalid arguments for vector.new()")
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return {x=a, y=b, z=c}
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return fast_new(a, b, c)
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end
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return {x=0, y=0, z=0}
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return fast_new(0, 0, 0)
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end
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function vector.from_string(s, init)
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@ -27,48 +55,49 @@ end
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function vector.to_string(v)
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return string.format("(%g, %g, %g)", v.x, v.y, v.z)
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end
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metatable.__tostring = vector.to_string
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function vector.equals(a, b)
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return a.x == b.x and
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a.y == b.y and
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a.z == b.z
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end
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metatable.__eq = vector.equals
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-- unary operations
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function vector.length(v)
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return math.hypot(v.x, math.hypot(v.y, v.z))
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end
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-- Note: we can not use __len because it is already used for primitive table length
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function vector.normalize(v)
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local len = vector.length(v)
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if len == 0 then
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return {x=0, y=0, z=0}
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return fast_new(0, 0, 0)
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else
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return vector.divide(v, len)
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end
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end
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function vector.floor(v)
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return {
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x = math.floor(v.x),
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y = math.floor(v.y),
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z = math.floor(v.z)
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}
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return vector.apply(v, math.floor)
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end
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function vector.round(v)
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return {
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x = math.round(v.x),
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y = math.round(v.y),
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z = math.round(v.z)
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}
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return fast_new(
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math.round(v.x),
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math.round(v.y),
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math.round(v.z)
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)
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end
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function vector.apply(v, func)
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return {
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x = func(v.x),
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y = func(v.y),
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z = func(v.z)
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}
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return fast_new(
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func(v.x),
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func(v.y),
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func(v.z)
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)
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end
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function vector.distance(a, b)
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@ -79,11 +108,7 @@ function vector.distance(a, b)
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end
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function vector.direction(pos1, pos2)
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return vector.normalize({
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x = pos2.x - pos1.x,
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y = pos2.y - pos1.y,
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z = pos2.z - pos1.z
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})
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return vector.subtract(pos2, pos1):normalize()
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end
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function vector.angle(a, b)
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@ -98,70 +123,137 @@ function vector.dot(a, b)
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end
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function vector.cross(a, b)
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return {
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x = a.y * b.z - a.z * b.y,
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y = a.z * b.x - a.x * b.z,
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z = a.x * b.y - a.y * b.x
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}
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return fast_new(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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)
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end
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function metatable.__unm(v)
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return fast_new(-v.x, -v.y, -v.z)
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end
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-- add, sub, mul, div operations
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function vector.add(a, b)
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if type(b) == "table" then
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return {x = a.x + b.x,
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y = a.y + b.y,
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z = a.z + b.z}
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return fast_new(
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a.x + b.x,
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a.y + b.y,
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a.z + b.z
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)
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else
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return {x = a.x + b,
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y = a.y + b,
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z = a.z + b}
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return fast_new(
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a.x + b,
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a.y + b,
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a.z + b
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)
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end
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end
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function metatable.__add(a, b)
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return fast_new(
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a.x + b.x,
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a.y + b.y,
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a.z + b.z
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)
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end
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function vector.subtract(a, b)
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if type(b) == "table" then
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return {x = a.x - b.x,
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y = a.y - b.y,
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z = a.z - b.z}
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return fast_new(
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a.x - b.x,
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a.y - b.y,
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a.z - b.z
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)
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else
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return {x = a.x - b,
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y = a.y - b,
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z = a.z - b}
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return fast_new(
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a.x - b,
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a.y - b,
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a.z - b
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)
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end
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end
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function metatable.__sub(a, b)
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return fast_new(
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a.x - b.x,
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a.y - b.y,
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a.z - b.z
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)
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end
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function vector.multiply(a, b)
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if type(b) == "table" then
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return {x = a.x * b.x,
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y = a.y * b.y,
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z = a.z * b.z}
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return fast_new(
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a.x * b.x,
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a.y * b.y,
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a.z * b.z
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)
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else
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return {x = a.x * b,
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y = a.y * b,
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z = a.z * b}
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return fast_new(
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a.x * b,
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a.y * b,
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a.z * b
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)
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end
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end
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function metatable.__mul(a, b)
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if type(a) == "table" then
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return fast_new(
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a.x * b,
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a.y * b,
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a.z * b
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)
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else
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return fast_new(
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a * b.x,
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a * b.y,
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a * b.z
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)
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end
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end
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function vector.divide(a, b)
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if type(b) == "table" then
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return {x = a.x / b.x,
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y = a.y / b.y,
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z = a.z / b.z}
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return fast_new(
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a.x / b.x,
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a.y / b.y,
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a.z / b.z
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)
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else
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return {x = a.x / b,
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y = a.y / b,
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z = a.z / b}
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return fast_new(
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a.x / b,
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a.y / b,
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a.z / b
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)
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end
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end
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function metatable.__div(a, b)
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-- scalar/vector makes no sense
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return fast_new(
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a.x / b,
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a.y / b,
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a.z / b
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)
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end
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-- misc stuff
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function vector.offset(v, x, y, z)
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return {x = v.x + x,
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y = v.y + y,
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z = v.z + z}
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return fast_new(
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v.x + x,
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v.y + y,
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v.z + z
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)
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end
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function vector.sort(a, b)
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return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)},
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{x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)}
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return fast_new(math.min(a.x, b.x), math.min(a.y, b.y), math.min(a.z, b.z)),
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fast_new(math.max(a.x, b.x), math.max(a.y, b.y), math.max(a.z, b.z))
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end
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function vector.check(v)
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return getmetatable(v) == metatable
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end
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local function sin(x)
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@ -229,7 +321,7 @@ end
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function vector.dir_to_rotation(forward, up)
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forward = vector.normalize(forward)
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local rot = {x = math.asin(forward.y), y = -math.atan2(forward.x, forward.z), z = 0}
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local rot = vector.new(math.asin(forward.y), -math.atan2(forward.x, forward.z), 0)
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if not up then
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return rot
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end
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@ -237,7 +329,7 @@ function vector.dir_to_rotation(forward, up)
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"Invalid vectors passed to vector.dir_to_rotation().")
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up = vector.normalize(up)
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-- Calculate vector pointing up with roll = 0, just based on forward vector.
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local forwup = vector.rotate({x = 0, y = 1, z = 0}, rot)
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local forwup = vector.rotate(vector.new(0, 1, 0), rot)
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-- 'forwup' and 'up' are now in a plane with 'forward' as normal.
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-- The angle between them is the absolute of the roll value we're looking for.
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rot.z = vector.angle(forwup, up)
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