VoxelEngine/res/modules/vectors.lua
2024-03-14 16:18:55 +03:00

445 lines
13 KiB
Lua

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
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
-- magnitude (length) vec
function vector2:len()
return math.sqrt(self.x * self.x + self.y * self.y)
end
-- normalize vector
function vector2:norm()
local length_vectors = self:len()
return vector2:new(self.x / length_vectors, self.y / length_vectors)
end
-- dot product
function vector2:dot(v)
if type(v) == "number" then
error("Invalid input argument. Expected a vector2 object")
end
return self.x * v.x + self.y * v.y
end
-- linear interpolation
function vector2:lerp(b, t)
if type(b) ~= "vector2" then
error("Invalid input argument. Expected a vector2 object")
end
if type(t) ~= "number" or t < 0 or t > 1 then
error("Invalid input argument. Expected a number between 0 and 1")
end
return vector2:new(self.x + t * (b.x - self.x), self.y + t * (b.y - self.y));
end
-- rot vec2
-- @param angle -> float (radians)
-- @param axis -> string || nil .. if nil => rot axis z
-- @param convert2deg -> bool .. if true => deg2rad
-- @return vec2
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
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
function vector3:is_parallel(v)
if type(v) ~= "vector3" then
error("Invalid input argument. Expected a vector3 object.")
end
return self:cross(v):len() < 1e-6
end
-- magnitude (length) vec
function vector3:len()
return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z)
end
-- normalize vector
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
function vector3:lerp(b, t)
if type(b) ~= "vector3" then
error("Invalid input argument. Expected a vector3 object")
end
if type(t) ~= "number" or t < 0 or t > 1 then
error("Invalid input argument. Expected a number between 0 and 1")
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
-- rot vec3
-- @param angle -> float
-- @param axis -> string || nil .. if nil => rot axis z
-- @param convert2deg -> bool || nil .. if true => deg2rad
-- @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