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))