VoxelEngine/res/modules/vector3.lua
2024-03-17 23:51:01 +03:00

343 lines
11 KiB
Lua

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)