adds docs && some vec functions
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@ -17,6 +17,7 @@ function vector2:new(x, y)
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x = x or 0,
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y = y or 0
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}
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setmetatable(obj, self)
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return obj
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end
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@ -27,6 +28,15 @@ function vector2:strvec2()
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end
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-- round vector components
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-- @param decimals -> integer
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-- @return round(vec2)
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(1, 0.5)
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-- print(v1:round()) -- Output: (1, 1)
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-- @example-2:
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-- local v1 = vec2(0.707, 0.5)
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-- print(v1:round(2)) -- Output: (0.71, 0.5)
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function vector2:round(decimals)
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decimals = decimals or 0
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self.x = math.floor(self.x * 10^decimals + 0.5) / 10^decimals
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@ -34,26 +44,59 @@ function vector2:round(decimals)
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return self
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end
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-- magnitude (length) vec
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function vector2:len()
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-- vec2 magnitude (length)
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-- @return {number} - the magnitude of the vector
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(-10, 25)
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-- print(v1:len()) -- Output: 26.925824035673
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-- @example-2:
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-- local v1 = vec2(0.32, 89)
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-- print(v1:len()) -- Output: 89.
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function vector2:len()
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return math.sqrt(self.x * self.x + self.y * self.y)
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end
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-- normalize vector
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-- Normalize vec2
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-- @return {vector2} - The normalized vector2
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(10, 15)
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-- print(v1:norm()) -- Output: (0.55470019622523, 0.83205029433784)
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-- @example-2:
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-- local v1 = vec2(-1, 1)
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-- print(v1:norm()) -- Output: (-0.70710678118655, 0.70710678118655)
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function vector2:norm()
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local length_vectors = self:len()
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return vector2:new(self.x / length_vectors, self.y / length_vectors)
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end
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-- dot product
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function vector2:dot(v)
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if type(v) == "number" then
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-- vec2 dot product
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-- @param vector {vec2}
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-- @return {number}
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(10, 15)
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-- local v2 = vec2(-1, 1)
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-- print(v1:dot(v2)) -- Output: 5
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-- @example-2:
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-- local v1 = vec2(-15, 10)
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-- print(v1:dot(v1)) -- Output: (-0.83205029433784, 0.55470019622523)
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function vector2:dot(vector)
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if type(vector) == "number" then
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error("Invalid input argument. Expected a vector2 object")
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end
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return self.x * v.x + self.y * v.y
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return self.x * vector.x + self.y * vector.y
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end
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-- linear interpolation
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-- Linear interpolation for vector2
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-- @param b {vector2} - The target vector2
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-- @param t {number} - (0 <= t <= 1) the interpolation factor
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-- @return {vector2} - The interpolated vector2
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function vector2:lerp(b, t)
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if type(b) ~= "vector2" then
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error("Invalid input argument. Expected a vector2 object")
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@ -64,11 +107,11 @@ function vector2:lerp(b, t)
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return vector2:new(self.x + t * (b.x - self.x), self.y + t * (b.y - self.y));
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end
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-- rot vec2
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-- @param angle -> float (radians)
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-- @param axis -> string || nil .. if nil => rot axis z
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-- @param convert2deg -> bool .. if true => deg2rad
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-- @return vec2
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-- rotate vec2
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-- @param angle {number}
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-- @param axis {string} - axis rotate around (x, y, or z)
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-- @param convert2deg {bool} .. if true => deg convert to rad
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-- @return {vector2} - rotated vector2
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function vector2:rot(angle, axis, convert2deg)
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if convert2deg == true then
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angle = math.rad(angle)
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@ -177,9 +220,6 @@ function vector2.__tostring(vcrt)
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end
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-- vec3 construct
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function vector3:new(x, y, z)
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if type(x) ~= "number" or type(y) ~= "number" or type(z) ~= "number" then
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@ -200,7 +240,13 @@ function vector3:strvec3()
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return "(" .. self.x .. ", " .. self.y .. ", " .. self.z .. ")"
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end
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-- dot product
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-- dot product
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-- @param {vec3}
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-- @return {number} -> float || integer
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-- @usage:
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-- local v1 = vec3(10, 15)
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-- local v2 = vec3(15, 10, 1)
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-- print(v1:dot(v2)) -- Output: 301
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function vector3:dot(v)
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if type(v) == "number" then
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print("\n(( TypeError : dot ))\nType arg dot(vector3), your arg: " .. "dot(" .. type(v) .. ")")
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@ -209,7 +255,7 @@ function vector3:dot(v)
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return self.x * v.x + self.y * v.y + self.z * v.z
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end
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-- cross product
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-- cross product
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function vector3:cross(v)
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if type(v) == "number" then
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print("\n(( TypeError : cross ))\nType arg cross(vector3), your arg: " .. "cross(" .. type(v) .. ")")
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@ -222,7 +268,7 @@ function vector3:cross(v)
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)
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end
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-- round vector components
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-- round vector components
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function vector3:round(decimals)
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decimals = decimals or 0
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self.x = math.floor(self.x * 10^decimals + 0.5) / 10^decimals
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@ -233,14 +279,22 @@ end
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-- check if two vectors are parallel
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function vector3:is_parallel(v)
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if type(v) ~= "vector3" then
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error("Invalid input argument. Expected a vector3 object.")
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-- @param {vec3}
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-- @return {bool}
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-- @usage:
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-- local v1 = vec3(10, 15, 1)
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-- local v2 = vec3(10, 15, 1)
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-- print(v1:isParallel(v2)) -- Output: true
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function vector3:isParallel(val)
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if type(val) ~= "table" or type(val) == "number" then
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print("\n(( TypeError : isParallel ))\nType arg isParallel(vector3)")
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error("Invalid input argument. Expected a vector3 object.\n")
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end
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return self:cross(v):len() < 1e-6
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return self:cross(val):len() < 1e-6
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end
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-- magnitude (length) vec
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-- @return {number}
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function vector3:len()
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return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z)
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end
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@ -248,6 +302,10 @@ end
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-- normalize vector
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-- @return {number}
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-- @usage:
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-- local v1 = vec3(10, 15, 1)
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-- print(v1:norm()) -- Output: 18.1
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function vector3:norm()
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local length_vectors = self:len()
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return vector3:new(self.x / length_vectors, self.y / length_vectors, self.z / length_vectors)
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@ -255,6 +313,9 @@ end
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-- linear interpolation (lerp) for vector3
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-- @param b {vec3} - The target vector3 object
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-- @param t {number} - (0 <= t <= 1) the interpolation factor
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-- @return {vec3}
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function vector3:lerp(b, t)
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if type(b) ~= "vector3" then
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error("Invalid input argument. Expected a vector3 object")
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@ -267,15 +328,15 @@ end
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-- rot vec3
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-- @param angle -> float
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-- @param axis -> string || nil .. if nil => rot axis z
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-- @param convert2deg -> bool || nil .. if true => deg2rad
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-- @return vec3
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-- @param angle {number} -> float || int
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-- @param axis {string} .. if nil => rot axis z
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-- @param convert2deg {bool} .. if true => deg convert to rad
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-- @return {vec3}
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function vector3:rot(angle, axis, convert2deg)
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if convert2deg == true then
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angle = math.rad(angle)
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end
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if type(axis) == "string" then
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local cx, sx = math.cos(angle), math.sin(angle)
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if axis == "x" then
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@ -442,3 +503,4 @@ end
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function vector3.__tostring(vcrt3)
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return vcrt3:strvec3()
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end
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