From 401a4fcf2c9095861fce748756648da9b19b5979 Mon Sep 17 00:00:00 2001 From: Cogitary <84321459+DoubleDataStack@users.noreply.github.com> Date: Thu, 14 Mar 2024 20:42:28 +0300 Subject: [PATCH] Delete res/modules/vectors.lua --- res/modules/vectors.lua | 747 ---------------------------------------- 1 file changed, 747 deletions(-) delete mode 100644 res/modules/vectors.lua diff --git a/res/modules/vectors.lua b/res/modules/vectors.lua deleted file mode 100644 index a8b4776e..00000000 --- a/res/modules/vectors.lua +++ /dev/null @@ -1,747 +0,0 @@ -local vector2 = {__type = "vec2"} -local vector3 = {__type = "vec3"} - -vector2.__index = vector2 -vector3.__index = vector3 - -vec2 = function(x, y) return vector2:new(x, y) end -vec3 = function(x, y, z) return vector3:new(x, y, z) end - --- vec2 cocnrtuct -function vector2:new(x, y) - if type(x) ~= "number" or type(y) ~= "number" then - error("Invalid input argument. Expected two numbers. [ vec2(number, number) ]") - end - - local obj = { - x = x or 0, - y = y or 0 - } - - setmetatable(obj, self) - return obj -end - --- string vec -function vector2:strvec2() - return "(" .. self.x .. ", " .. self.y .. ")" -end - --- round vector components --- @param decimals -> integer --- @return round(vec2) --- @usage: --- @example-1: --- local v1 = vec2(1, 0.5) --- print(v1:round()) -- Output: (1, 1) --- @example-2: --- local v1 = vec2(0.707, 0.5) --- print(v1:round(2)) -- Output: (0.71, 0.5) -function vector2:round(decimals) - decimals = decimals or 0 - self.x = math.floor(self.x * 10^decimals + 0.5) / 10^decimals - self.y = math.floor(self.y * 10^decimals + 0.5) / 10^decimals - return self -end - - --- vec2 magnitude (length) --- @return {number} - the magnitude of the vector --- @usage: --- @example-1: --- local v1 = vec2(-10, 25) --- print(v1:len()) -- Output: 26.925824035673 --- @example-2: --- local v1 = vec2(0.32, 89) --- print(v1:len()) -- Output: 89. -function vector2:len() - return math.sqrt(self.x * self.x + self.y * self.y) -end - --- angle between 2 vec2 --- @param vector {ve2} --- @return {number} -> radians - angle between the 2 vec -function vector2:abtw(vector) - local dot_product = self:dot(vector) - local len_product = self:len() * vector:len() - if len_product == 0 then - return 0 - end - local radians = math.acos(dot_product / len_product) - return radians -end - - --- Normalize vec2 --- @return {vector2} - The normalized vector2 --- @usage: --- @example-1: --- local v1 = vec2(10, 15) --- print(v1:norm()) -- Output: (0.55470019622523, 0.83205029433784) --- @example-2: --- local v1 = vec2(-1, 1) --- print(v1:norm()) -- Output: (-0.70710678118655, 0.70710678118655) -function vector2:norm() - local length_vectors = self:len() - return vector2:new(self.x / length_vectors, self.y / length_vectors) -end - - --- project vec2 --- @param vector {vec2} --- @return {vec2} project -function vector2:proj(vector) - if type(vector) == "number" then - print("\n(( TypeError : proj(vec2) ))\nType arg proj(vec2)") - error("Invalid input argument. Expected a vector2 object") - end - local dot_product = self:dot(vector) - return vector:new(dot_product * (vector.x / vector:len()^2), dot_product * (vector.y / vector:len()^2)) -end - - --- exclude vector2 --- @param vector {vec2} --- @return {vec2} -function vector2:vxld(vector) - if type(vector) == "number" then - print("\n(( TypeError : vxld(vec2) ))\nType arg vxld(vec2, vec2)") - error("Invalid input argument. Expected a vector2 object\n") - end - return vector2:new(self.x - vector.x, self.y - vector.y) -end - - --- vec2 dot product --- @param vector {vec2} --- @return {number} --- @usage: --- @example-1: --- local v1 = vec2(10, 15) --- local v2 = vec2(-1, 1) --- print(v1:dot(v2)) -- Output: 5 --- @example-2: --- local v1 = vec2(-15, 10) --- print(v1:dot(v1)) -- Output: (-0.83205029433784, 0.55470019622523) -function vector2:dot(vector) - if type(vector) == "number" then - print("\n(( TypeError : dot(vec2) ))\nType arg dot(vec2)") - error("Invalid input argument. Expected a vector2 object") - end - return self.x * vector.x + self.y * vector.y -end - - --- Linear interpolation for vector2 --- @param b {vector2} - The target vector2 --- @param t {number} - (0 <= t <= 1) the interpolation factor --- @return {vector2} - The interpolated vector2 -function vector2:lerp(b, t) - if type(b) ~= "table" then - print("\n(( TypeError : lerp(vec2) ))\nType arg lerp(vec2, number)") - error("Invalid input argument. Expected a vector2 object\n") - end - if type(t) ~= "number" or t < 0 or t > 1 then - error("Invalid input argument. Expected a number between 0 and 1 .. (0 <= t <= 1)") - end - return vector2:new(self.x + t * (b.x - self.x), self.y + t * (b.y - self.y)); -end - - --- Dist btw 2 vec2 --- @param vector {vector2} --- @return {number} - distance between the 2 vect2 -function vector2:dist(vector) - if type(vector) ~= "table" then - print("\n(( TypeError : dist(vec2) ))\nType arg dist(vec2)") - error("Invalid input argument. Expected a vec2 object or a table with two numbers.") - end - local dx = self.x - vector.x - local dy = self.y - vector.y - local result = vec2(dx, dy) - return result:len() -end - --- cross product for vec2 (in 3D space) --- @param {vec2} v - The other vec2 --- @return {number} -> float || integer --- @usage --- local v1 = vec2(10, 15) --- local v2 = vec2(15, 10) --- print(v1:cross(v2)) -- Output: -125 -function vector2:cross(v) - if type(v) == "number" then - print("\n(( TypeError : cross ))\nType arg cross(vec2)") - error("Invalid input argument. Expected a vec2 object.\n") - end - return self.x * v.y - self.y * v.x -end - --- rotate vec2 --- @param angle {number} --- @param axis {string} - axis rotate around (x, y, or z) --- @param convert2deg {bool} .. if true => deg convert to rad --- @return {vector2} - rotated vector2 -function vector2:rot(angle, axis, convert2deg) - if convert2deg == true then - angle = math.rad(angle) - end - - if type(axis) == "string" then - if axis == "x" then - local x_new = self.x - local y_new = self.y * math.cos(angle) - self.y * math.sin(angle) - self.y = y_new - elseif axis == "y" then - local x_new = self.x * math.cos(angle) + self.x * math.sin(angle) - local y_new = self.y - self.x = x_new - elseif axis == "z" then - local x_new = self.x * math.cos(angle) - self.y * math.sin(angle) - local y_new = self.x * math.sin(angle) + self.y * math.cos(angle) - self.x, self.y = x_new, y_new - end - elseif axis == nil then - local x_new = self.x * math.cos(angle) - self.y * math.sin(angle) - local y_new = self.x * math.sin(angle) + self.y * math.cos(angle) - self.x, self.y = x_new, y_new - end - return self:round(15) -end - --- add vec -function vector2.__add(value_1, value_2) - if type(value_1) == "number" then - if value_1 == 0 then - return vector2:new(value_2.x, value_2.y) - else - return vector2:new(value_2.x + value_1, value_2.y + value_1) - end - else - if type(value_2) == "number" then - if value_2 == 0 then - return vector2:new(value_1.x, value_1.y) - else - return vector2:new(value_1.x + value_2, value_1.y + value_2) - end - else - return vector2:new(value_1.x + value_2.x, value_1.y + value_2.y) - end - end -end - - - --- mul vec -function vector2.__mul(value_1, value_2) - if type(value_1) == "number" then - return vector2:new(value_2.x * value_1, value_2.y * value_1) - else - if type(value_2) == "number" then - return vector2:new(value_1.x * value_2, value_1.y * value_2) - else - return vector2:new(value_1.x * value_2.x, value_1.y * value_2.y) - end - end -end - --- pow vec -function vector2.__pow(value_1, value_2) - if type(value_1) == "number" then - return vector2:new(value_1.x ^ value_2, value_2.y ^ value_1) - else - if type(value_2) == "number" then - return vector2:new(value_1.x ^ value_2, value_1.y ^ value_2) - else - return vector2:new(value_1.x ^ value_2.x, value_1.y ^ value_2.y) - end - end -end - - - --- div vec -function vector2.__div(value_1, value_2) - if type(value_1) == "number" then - return vector2:new(value_2.x / value_1, value_2.y / value_1) - else - if type(value_2) == "number" then - return vector2:new(value_1.x / value_2, value_1.y / value_2) - else - return vector2:new(value_1.x / value_2.x, value_1.y / value_2.y) - end - end -end - - --- eq vec -function vector2.__eq(a, b) - return a.x == b.x and a.y == b.y -end - - --- eq vec -function vector2.__eq(a, b) - return a.x == b.x and a.y == b.y -end - -function vector2.__tostring(vcrt) - return vcrt:strvec2() -end - - --- vec3 construct -function vector3:new(x, y, z) - if type(x) ~= "number" or type(y) ~= "number" or type(z) ~= "number" then - print("\n(( TypeError : new vec3))\nType arg vec3(x, y, z) = " .. "(" .. type(x) .. ", " .. type(y) .. ", " .. type(z) .. ")") - error("Invalid input argument. Expected a vector obj. [ vec3(scalar, scalar, scalar) ]\n\n") - end - local obj = { - x = x or 0, - y = y or 0, - z = z or 0 - } - setmetatable(obj, self) - return obj - end - --- str vec -function vector3:strvec3() - return "(" .. self.x .. ", " .. self.y .. ", " .. self.z .. ")" -end - --- dot product --- @param {vec3} --- @return {number} -> float || integer --- @usage: --- local v1 = vec3(10, 15) --- local v2 = vec3(15, 10, 1) --- print(v1:dot(v2)) -- Output: 301 -function vector3:dot(v) - if type(v) == "number" then - print("\n(( TypeError : dot ))\nType arg dot(vector3), your arg: " .. "dot(" .. type(v) .. ")") - error("Invalid input argument. Expected a vector3 obj.\n") - end - return self.x * v.x + self.y * v.y + self.z * v.z -end - --- cross product -function vector3:cross(v) - if type(v) == "number" then - print("\n(( TypeError : cross ))\nType arg cross(vector3), your arg: " .. "cross(" .. type(v) .. ")") - error("Invalid input argument. Expected a vector3 obj.\n") - end - return vector3:new( - self.y * v.z - self.z * v.y, - self.z * v.x - self.x * v.z, - self.x * v.y - self.y * v.x - ) -end - --- round vector components -function vector3:round(decimals) - decimals = decimals or 0 - self.x = math.floor(self.x * 10^decimals + 0.5) / 10^decimals - self.y = math.floor(self.y * 10^decimals + 0.5) / 10^decimals - self.z = math.floor(self.z * 10^decimals + 0.5) / 10^decimals - return self -end - - --- check if two vectors are parallel --- @param {vec3} --- @return {bool} --- @usage: --- local v1 = vec3(10, 15, 1) --- local v2 = vec3(10, 15, 1) --- print(v1:isParallel(v2)) -- Output: true -function vector3:isParallel(val) - if type(val) ~= "table" or type(val) == "number" then - print("\n(( TypeError : isParallel ))\nType arg isParallel(vector3)") - error("Invalid input argument. Expected a vector3 object.\n") - end - return self:cross(val):len() < 1e-6 -end - --- magnitude (length) vec --- @return {number} -function vector3:len() - return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z) -end - --- project vec3 --- @param vector {vec3} - The direction vector --- @return {vec3} - The projected vector3 -function vector3:proj(vector) - if type(vector) == "number" then - print("\n(( TypeError : proj(vec3) ))\nType arg proj(vector3)") - error("Invalid input argument. Expected a vector3 object\n") - end - local dot_product = self:dot(vector) - return vector:new(dot_product * (vector.x / vector:len()^2), dot_product * (vector.y / vector:len()^2), dot_product * (vector.z / vector:len()^2)) -end - --- normalize vector --- @return {number} --- @usage: --- local v1 = vec3(10, 15, 1) --- print(v1:norm()) -- Output: 18.1 -function vector3:norm() - local length_vectors = self:len() - return vector3:new(self.x / length_vectors, self.y / length_vectors, self.z / length_vectors) -end - - --- linear interpolation (lerp) for vector3 --- @param b {vec3} - The target vector3 object --- @param t {number} - (0 <= t <= 1) the interpolation factor --- @return {vec3} -function vector3:lerp(b, t) - if type(b) ~= "table" then - print("\n(( TypeError : lerp(vec3) ))\nType arg lerp(vec3, number)") - error("Invalid input argument. Expected a vector3 object\n") - end - if type(t) ~= "number" or t < 0 or t > 1 then - error("Invalid input argument. Expected a number between 0 and 1 .. (0 <= t <= 1)\n") - end - return vector3:new(self.x + t * (b.x - self.x), self.y + t * (b.y - self.y), self.z + t * (b.z - self.z)); -end - --- distance to line vec3 --- @param point1 {vec3} - The first point on the line --- @param point2 {vec3} - The second point on the line --- @return {number} - The shortest distance from the point to the line -function vector3:dist2line(point1, point2) - if type(point1) ~= "table" or type(point2) ~= "table" then - print("\n(( TypeError : dist2line(vec3) ))\nType arg dist2line(vector3 , vector3)") - error("Invalid input argument. Expected two vector3 objects\n") - end - local line_vector = point2 - point1 - local point_to_line = self - point1 - local projection = point_to_line - line_vector:proj(point_to_line) - return projection:len() -end - - --- angle between vec3 --- @param vector {vec3} - The other vector3 --- @return {number} -> rad .. angle between 2 vectors -function vector3:abtw(vector) - if type(vector) == "number" then - print("\n(( TypeError : abtw(vec3) ))\nType arg abtw(vector3)") - error("Invalid input argument. Expected a vector3 object\n") - end - local dot_prod = self:dot(vector) - local len_prod = self:len() * vector:len() - if len_prod == 0 then - return 0 - end - return math.acos(dot_prod / len_prod) -end - - --- exclude vector3 --- @param vector {vec3} --- @return {vec3} -function vector3:vxld(vector) - if type(vector) == "number" then - print("\n(( TypeError : vxld(vec3) ))\nType arg vxld(vec3, vec3)") - error("Invalid input argument. Expected a vector3 object") - end - return vector3:new(self.x - vector.x, self.y - vector.y, self.z - vector.z) -end - - --- rot vec3 --- @param angle {number} -> float || int --- @param axis {string} .. if nil => rot axis z --- @param convert2deg {bool} .. if true => deg convert to rad --- @return {vec3} -function vector3:rot(angle, axis, convert2deg) - if convert2deg == true then - angle = math.rad(angle) - end - - if type(axis) == "string" then - local cx, sx = math.cos(angle), math.sin(angle) - if axis == "x" then - local x, y, z = self.x, self.y, self.z - self.y = cx * y - sx * z - self.z = sx * y + cx * z - elseif axis == "y" then - local x, y, z = self.x, self.y, self.z - self.x = cx * x + sx * z - self.z = -sx * x + cx * z - elseif axis == "z" then - local x, y, z = self.x, self.y, self.z - self.x = cx * x - sx * y - self.y = sx * x + cx * y - end - elseif axis == nil then - local cosx, sx, cy, sy = math.cos(angle), math.sin(angle), math.cos(angle), math.sin(angle) - local x, y, z = self.x, self.y, self.z - self.x = cx * x - sx * y - self.y = sx * x + cx * y - self.z = cy * z - sy * self:len() - local len = self:len() - if len ~= 0 then - self.z = self.z / len - end - end - return self:round(15) -end - - --- add vec -function vector3.__add(value_1, value_2) - if type(value_1) == "number" then - if value_1 == 0 then - return value_2 - end - return vector3:new(value_2.x + value_1, value_2.y + value_1, value_2.z + value_1) - else - if type(value_2) == "number" then - if value_2 == 0 then - return value_1 - end - return vector3:new(value_1.x + value_2, value_1.y + value_2, value_1.z + value_2) - else - if value_1.z ~= nil and value_2.z ~= nil then - return vector3:new(value_1.x + value_2.x, value_1.y + value_2.y, value_1.z + value_2.z) - else - return vector3:new(value_1.x + value_2.x, value_1.y + value_2.y) - end - end - end -end - - - - - -function vector3.__sub(value_1, value_2) - if type(value_1) == "number" then - if value_1 == 0 then - return value_2 - end - return vector3:new(value_2.x - value_1, value_2.y - value_1, value_2.z - value_1) - else - if type(value_2) == "number" then - if value_2 == 0 then - return value_1 - end - return vector3:new(value_1.x - value_2, value_1.y - value_2, value_1.z - value_2) - else - if value_1.z ~= nil and value_2.z ~= nil then - return vector3:new(value_1.x - value_2.x, value_1.y - value_2.y, value_1.z - value_2.z) - else - return vector3:new(value_1.x - value_2.x, value_1.y - value_2.y) - end - end - end -end - - - - - --- mul vec -function vector3.__mul(value_1, value_2) - if type(value_1) == "number" then - if value_1 == 0 then - return value_2 - end - return vector3:new(value_2.x * value_1, value_2.y * value_1, value_2.z * value_1) - else - if type(value_2) == "number" then - if value_2 == 0 then - return value_1 - end - return vector3:new(value_1.x * value_2, value_1.y * value_2, value_1.z * value_2) - else - if value_1.z ~= nil and value_2.z ~= nil then - return vector3:new(value_1.x * value_2.x, value_1.y * value_2.y, value_1.z * value_2.z) - else - return vector3:new(value_1.x * value_2.x, value_1.y * value_2.y) - end - end - end -end - -function vector3.__pow(value_1, value_2) - if type(value_1) == "number" then - if value_1 == 0 then - return value_2 - end - return vector3:new(value_2.x ^ value_1, value_2.y ^ value_1, value_2.z ^ value_1) - else - if type(value_2) == "number" then - if value_2 == 0 then - return value_1 - end - return vector3:new(value_1.x ^ value_2, value_1.y ^ value_2, value_1.z ^ value_2) - else - if value_1.z ~= nil and value_2.z ~= nil then - return vector3:new(value_1.x ^ value_2.x, value_1.y ^ value_2.y, value_1.z ^ value_2.z) - else - return vector3:new(value_1.x ^ value_2.x, value_1.y ^ value_2.y) - end - end - end -end - - - --- div vec -function vector3.__div(value_1, value_2) - if type(value_1) == "number" then - if value_1 == 0 then - return value_2 - end - return vector3:new(value_2.x / value_1, value_2.y / value_1, value_2.z / value_1) - else - if type(value_2) == "number" then - if value_2 == 0 then - return value_1 - end - return vector3:new(value_1.x / value_2, value_1.y / value_2, value_1.z / value_2) - else - if value_1.z ~= nil and value_2.z ~= nil then - return vector3:new(value_1.x / value_2.x, value_1.y / value_2.y, value_1.z / value_2.z) - else - return vector3:new(value_1.x / value_2.x, value_1.y / value_2.y) - end - end - end -end - - - - --- eq vec -function vector3.__eq(a, b) - return a.x == b.x and a.y == b.y and a.z == b.z -end - - - -function vector3.__tostring(vcrt3) - return vcrt3:strvec3() -end - - - - ------------------------------------------( test func)----------------------------- --- local v1 = vec2(1, 2) --- print(v1.x, v1.y) -- Output: 1, 2 - - --- local v1 = vec2(1.2345, 6.7890) --- print(v1:round()) -- prints "(1, 7)" - --- local v2 = vec2(3.14159, 2.71828) --- print(v2:round(2)) -- prints "(3.14, 2.72)" - - --- local v1 = vec2(3, 4) --- print(v1:len()) -- prints 5 - --- local v2 = vec2(1, -1) --- print(v2:len()) -- prints 1.4142135623731 - - --- local v1 = vec2(1, 0) --- local v2 = vec2(0, 1) --- print(v1:abtw(v2)) -- prints 1.5707963267949 - --- local v3 = vec2(-1, 1) --- local v4 = vec2(1, 1) --- print(v3:abtw(v4)) -- prints 0.78539816339745 - --- local v1 = vec2(4, 3) --- print(v1:norm()) -- Output: (0.6, 0.8) - - --- local v1 = vec2(1, 2) --- local v2 = vec2(3, 4) --- print(v1:proj(v2)) -- Output: (0.6, 0.8) - - --- local v1 = vec2(1, 2) --- local v2 = vec2(3, 4) --- print(v1:vxld(v2)) -- Output: (-2, -2) - --- local v1 = vec2(1, 2) --- local v2 = vec2(3, 4) --- print(v1:dot(v2)) -- Output: 11 - --- local v1 = vec2(10, 15) --- local v2 = vec2(15, 10) --- print(v1:cross(v2)) -- Output: -125 - --- local v1 = vec2(1, 2) --- local v2 = vec2(3, 4) --- print(v1:lerp(v2, 0.5)) -- Output: (2, 3) - - --- local v1 = vec2(1, 2) --- local v2 = vec2(3, 4) --- print(v1:dist(v2)) -- Output: 2.8284271247462 - --- local v1 = vec2(1, 0) --- print(v1:rot(90, "x")) -- Output: (0, 1) --- print(v1:rot(90, "y")) -- Output: (-1, 0) --- print(v1:rot(90, "z")) -- Output: (0, -1) --- print(v1:rot(90)) -- Output: (0, -1) - - - --- local v = vec3(1, 2, 3) --- print(v) -- Output: (1, 2, 3) - --- local v1 = vec3(1, 2, 3) --- local v2 = vec3(4, 5, 6) --- print(v1:dot(v2)) -- Output: 32 - --- local v1 = vec3(1, 2, 3) --- local v2 = vec3(4, 5, 6) --- local v3 = v1:cross(v2) --- print(v3) -- Output: (−3, 6, −3) - --- local v = vec3(1.6, 2.4, 3.2) --- v:round() --- print(v) -- Output: (2, 2, 3) - - - - - - - - - --- local v1 = vec3(1, 0, 0) --- local v2 = vec3(2, 0, 0) --- print(v1:isParallel(v2)) -- Output: true - --- local v = vec3(1, 2, 3) --- print(v:len()) -- Output: 3.7416573867739413 - --- local v1 = vec3(1, 2, 3) --- local v2 = vec3(4, 5, 6) --- local v3 = v1:proj(v2) --- print(v3) -- Output: (2.6., 4, 5.3.) - --- local v = vec3(1, 2, 3) --- print(v:norm()) -- Output: (0.2672612419124244, 0.5345224838248487, 0.8017837257372731) - --- local v1 = vec3(1, 2, 3) --- local v2 = vec3(4, 5, 6) --- local v3 = v1:lerp(v2, 0.5) --- print(v3) -- Output: (2.5, 3.5, 4.5) - --- local v = vec3(1, 2, 3) --- local line_point1 = vec3(0, 0, 0) --- local line_point2 = vec3(2, 2, 2) --- print(v:dist2line(line_point1, line_point2))