local vector3 = { __type = "vec3", __call = function(vector3, x, y, z) return vector3:new(x, y, z) end } vector3.__index = vector3 -- 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 -- 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 return setmetatable(vector3, vector3)