mirror of
https://github.com/1bardesign/batteries.git
synced 2024-11-25 15:14:35 +00:00
start of vec2 friendly api - will settle on something here before touching vec3
This commit is contained in:
parent
1a8769fc22
commit
cb35811b8c
324
vec2.lua
324
vec2.lua
@ -16,17 +16,19 @@ function vec2:__tostring()
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return ("(%.2f, %.2f)"):format(self.x, self.y)
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end
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--probably-too-flexible ctor
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--ctor
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function vec2:new(x, y)
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if type(x) == "number" or type(x) == "nil" then
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self:sset(x or 0, y)
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--0 init by default
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self:scalar_set(0)
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if type(x) == "number" then
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self:scalar_set(x, y)
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elseif type(x) == "table" then
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if type(x.type) == "function" and x:type() == "vec2" then
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self:vset(x)
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self:vector_set(x)
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elseif x[1] then
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self:sset(x[1], x[2])
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self:scalar_set(x[1], x[2])
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else
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self:sset(x.x, x.y)
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self:scalar_set(x.x, x.y)
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end
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end
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end
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@ -40,8 +42,12 @@ function vec2:xy(x, y)
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return vec2(x, y)
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end
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function vec2:polar(length, angle)
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return vec2(length, 0):rotatei(angle)
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end
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function vec2:filled(v)
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return vec2(v)
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return vec2(v, v)
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end
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function vec2:zero()
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@ -63,19 +69,19 @@ make_pooled(vec2, 128)
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--get a pooled copy of an existing vector
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function vec2:pooled_copy()
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return vec2:pooled():vset(self)
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return vec2:pooled():vector_set(self)
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end
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--modify
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function vec2:sset(x, y)
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function vec2:scalar_set(x, y)
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if not y then y = x end
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self.x = x
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self.y = y
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return self
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end
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function vec2:vset(v)
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function vec2:vector_set(v)
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self.x = v.x
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self.y = v.y
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return self
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@ -83,8 +89,8 @@ end
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function vec2:swap(v)
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local sx, sy = self.x, self.y
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self:vset(v)
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v:sset(sx, sy)
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self:vector_set(v)
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v:scalar_set(sx, sy)
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return self
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end
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@ -116,108 +122,74 @@ end
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--arithmetic
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-----------------------------------------------------------
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--immediate mode
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--vector
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function vec2:vaddi(v)
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function vec2:vector_add(v)
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self.x = self.x + v.x
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self.y = self.y + v.y
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return self
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end
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function vec2:vsubi(v)
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function vec2:vector_sub(v)
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self.x = self.x - v.x
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self.y = self.y - v.y
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return self
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end
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function vec2:vmuli(v)
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function vec2:vector_mul(v)
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self.x = self.x * v.x
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self.y = self.y * v.y
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return self
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end
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function vec2:vdivi(v)
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function vec2:vector_div(v)
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self.x = self.x / v.x
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self.y = self.y / v.y
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return self
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end
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--alias; we're a vector library so arithmetic defaults to vector
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vec2.add = vec2.vector_add
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vec2.sub = vec2.vector_sub
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vec2.mul = vec2.vector_mul
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vec2.div = vec2.vector_div
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--scalar
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function vec2:saddi(x, y)
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function vec2:scalar_add(x, y)
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if not y then y = x end
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self.x = self.x + x
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self.y = self.y + y
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return self
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end
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function vec2:ssubi(x, y)
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function vec2:scalar_sub(x, y)
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if not y then y = x end
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self.x = self.x - x
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self.y = self.y - y
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return self
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end
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function vec2:smuli(x, y)
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function vec2:scalar_mul(x, y)
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if not y then y = x end
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self.x = self.x * x
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self.y = self.y * y
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return self
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end
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function vec2:sdivi(x, y)
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function vec2:scalar_div(x, y)
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if not y then y = x end
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self.x = self.x / x
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self.y = self.y / y
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return self
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end
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--garbage mode
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function vec2:vadd(v)
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return self:copy():vaddi(v)
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end
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function vec2:vsub(v)
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return self:copy():vsubi(v)
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end
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function vec2:vmul(v)
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return self:copy():vmuli(v)
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end
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function vec2:vdiv(v)
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return self:copy():vdivi(v)
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end
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function vec2:sadd(x, y)
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return self:copy():saddi(x, y)
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end
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function vec2:ssub(x, y)
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return self:copy():ssubi(x, y)
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end
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function vec2:smul(x, y)
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return self:copy():smuli(x, y)
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end
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function vec2:sdiv(x, y)
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return self:copy():sdivi(x, y)
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end
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--fused multiply-add (a + (b * t))
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function vec2:fmai(v, t)
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--(a + (b * t))
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--useful for integrating physics and adding directional offsets
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function vec2:fused_multiply_add(v, t)
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self.x = self.x + (v.x * t)
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self.y = self.y + (v.y * t)
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return self
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end
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function vec2:fma(v, t)
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return self:copy():fmai(v, t)
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end
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-----------------------------------------------------------
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-- geometric methods
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-----------------------------------------------------------
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@ -240,31 +212,31 @@ function vec2:distance(other)
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return math.sqrt(self:distance_squared(other))
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end
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--immediate mode
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function vec2:normalisei_both()
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function vec2:normalise_both()
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local len = self:length()
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if len == 0 then
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return self, 0
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end
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return self:sdivi(len), len
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return self:scalar_div(len), len
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end
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function vec2:normalisei()
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local v, len = self:normalisei_both()
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function vec2:normalise()
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local v, len = self:normalise_both()
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return v
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end
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function vec2:normalisei_len()
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local v, len = self:normalisei_both()
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function vec2:normalise_len()
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local v, len = self:normalise_both()
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return len
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end
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function vec2:inversei()
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return self:smuli(-1)
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function vec2:inverse()
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return self:scalar_mul(-1)
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end
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function vec2:rotatei(angle)
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-- angle/direction specific
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function vec2:rotate(angle)
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local s = math.sin(angle)
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local c = math.cos(angle)
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local ox = self.x
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@ -274,7 +246,15 @@ function vec2:rotatei(angle)
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return self
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end
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function vec2:rot90ri()
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function vec2:rotate_around(angle, pivot)
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self:vector_sub(pivot)
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self:rotate(angle)
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self:vector_add(pivot)
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return self
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end
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--fast quarter/half rotations
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function vec2:rot90r()
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local ox = self.x
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local oy = self.y
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self.x = -oy
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@ -282,7 +262,7 @@ function vec2:rot90ri()
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return self
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end
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function vec2:rot90li()
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function vec2:rot90l()
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local ox = self.x
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local oy = self.y
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self.x = oy
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@ -290,51 +270,8 @@ function vec2:rot90li()
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return self
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end
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vec2.rot180i = vec2.inversei --alias
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function vec2:rotate_aroundi(angle, pivot)
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self:vsubi(pivot)
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self:rotatei(angle)
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self:vaddi(pivot)
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return self
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end
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--garbage mode
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function vec2:normalised()
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return self:copy():normalisei()
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end
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function vec2:normalised_len()
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local v = self:copy()
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local len = v:normalisei_len()
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return v, len
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end
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function vec2:inverse()
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return self:copy():inversei()
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end
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function vec2:rotate(angle)
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return self:copy():rotatei(angle)
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end
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function vec2:rot90r()
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return self:copy():rot90ri()
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end
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function vec2:rot90l()
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return self:copy():rot90li()
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end
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vec2.rot180 = vec2.inverse --alias
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function vec2:rotate_around(angle, pivot)
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return self:copy():rotate_aroundi(angle, pivot)
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end
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-- angle/direction specific
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--get the angle of this vector relative to (1, 0)
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function vec2:angle()
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return math.atan2(self.y, self.x)
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@ -347,180 +284,125 @@ end
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--lerp towards the direction of a provided vector
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--(length unchanged)
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function vec2:lerp_directioni(v, t)
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return self:rotatei(self:angle_difference(v) * t)
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end
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function vec2:lerp_direction(v, t)
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return self:copy():lerp_directioni(v, t)
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return self:rotate(self:angle_difference(v) * t)
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end
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-----------------------------------------------------------
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-- per-component clamping ops
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-----------------------------------------------------------
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function vec2:mini(v)
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function vec2:min(v)
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self.x = math.min(self.x, v.x)
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self.y = math.min(self.y, v.y)
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return self
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end
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function vec2:maxi(v)
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function vec2:max(v)
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self.x = math.max(self.x, v.x)
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self.y = math.max(self.y, v.y)
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return self
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end
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function vec2:clampi(min, max)
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function vec2:clamp(min, max)
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self.x = math.clamp(self.x, min.x, max.x)
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self.y = math.clamp(self.y, min.y, max.y)
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return self
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end
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function vec2:min(v)
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return self:copy():mini(v)
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end
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function vec2:max(v)
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return self:copy():maxi(v)
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end
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function vec2:clamp(min, max)
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return self:copy():clampi(min, max)
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end
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-----------------------------------------------------------
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-- absolute value
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-----------------------------------------------------------
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function vec2:absi()
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function vec2:abs()
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self.x = math.abs(self.x)
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self.y = math.abs(self.y)
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return self
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end
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function vec2:abs()
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return self:copy():absi()
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end
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-----------------------------------------------------------
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-- sign
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-----------------------------------------------------------
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function vec2:signi()
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function vec2:sign()
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self.x = math.sign(self.x)
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self.y = math.sign(self.y)
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return self
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end
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function vec2:sign()
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return self:copy():signi()
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end
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-----------------------------------------------------------
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-- truncation/rounding
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-----------------------------------------------------------
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function vec2:floori()
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function vec2:floor()
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self.x = math.floor(self.x)
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self.y = math.floor(self.y)
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return self
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end
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function vec2:ceili()
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function vec2:ceil()
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self.x = math.ceil(self.x)
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self.y = math.ceil(self.y)
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return self
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end
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function vec2:roundi()
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function vec2:round()
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self.x = math.round(self.x)
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self.y = math.round(self.y)
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return self
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end
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function vec2:floor()
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return self:copy():floori()
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end
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function vec2:ceil()
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return self:copy():ceili()
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end
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function vec2:round()
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return self:copy():roundi()
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end
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-----------------------------------------------------------
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-- interpolation
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-----------------------------------------------------------
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function vec2:lerpi(other, amount)
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function vec2:lerp(other, amount)
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self.x = math.lerp(self.x, other.x, amount)
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self.y = math.lerp(self.y, other.y, amount)
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return self
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end
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function vec2:lerp(other, amount)
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return self:copy():lerpi(other, amount)
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end
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function vec2:lerp_epsi(other, amount, eps)
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function vec2:lerp_eps(other, amount, eps)
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self.x = math.lerp_eps(self.x, other.x, amount, eps)
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self.y = math.lerp_eps(self.y, other.y, amount, eps)
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return self
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end
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function vec2:lerp_eps(other, amount, eps)
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return self:copy():lerp_epsi(other, amount, eps)
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end
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-----------------------------------------------------------
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-- vector products and projections
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-----------------------------------------------------------
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function vec2.dot(a, b)
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return a.x * b.x + a.y * b.y
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function vec2:dot(other)
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return self.x * other.x + self.y * other.y
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end
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--"fake", but useful - also called the wedge product apparently
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function vec2.cross(a, b)
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return a.x * b.y - a.y * b.x
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function vec2:cross(other)
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return self.x * other.y - self.y * other.x
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end
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--scalar projection a onto b
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function vec2.sproj(a, b)
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local len = b:length()
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function vec2:scalar_projection(other)
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local len = other:length()
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if len == 0 then
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return 0
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end
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return a:dot(b) / len
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return self:dot(other) / len
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end
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--vector projection a onto b (writes into a)
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function vec2.vproji(a, b)
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local div = b:dot(b)
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function vec2:vector_projection(other)
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local div = other:dot(other)
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if div == 0 then
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return a:sset(0,0)
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return self:scalar_set(0)
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end
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local fac = a:dot(b) / div
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return a:vset(b):smuli(fac)
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local fac = self:dot(other) / div
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return self:vector_set(other):scalar_muli(fac)
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end
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function vec2.vproj(a, b)
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return a:copy():vproji(b)
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end
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--vector rejection a onto b (writes into a)
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function vec2.vreji(a, b)
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local tx, ty = a.x, a.y
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a:vproji(b)
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a:sset(tx - a.x, ty - a.y)
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return a
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end
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function vec2.vrej(a, b)
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return a:copy():vreji(b)
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function vec2:vector_rejection(o)
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local tx, ty = self.x, self.y
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self:vector_proji(other)
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self:scalar_set(tx - self.x, ty - self.y)
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return self
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end
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--get the winding side of p, relative to the line a-b
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@ -540,19 +422,19 @@ end
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-----------------------------------------------------------
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--"physical" friction
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local _v_friction = vec2:zero() --avoid alloc
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local _v_friction = vec2() --avoid alloc
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function vec2:apply_friction(mu, dt)
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_v_friction:vset(self):smuli(mu * dt)
|
||||
_v_friction:vector_set(self):scalar_muli(mu * dt)
|
||||
if _v_friction:length_squared() > self:length_squared() then
|
||||
self:sset(0, 0)
|
||||
self:scalar_set(0, 0)
|
||||
else
|
||||
self:vsubi(_v_friction)
|
||||
self:vector_subi(_v_friction)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--"gamey" friction in one dimension
|
||||
local function apply_friction_1d(v, mu, dt)
|
||||
local function _friction_1d(v, mu, dt)
|
||||
local friction = mu * v * dt
|
||||
if math.abs(friction) > math.abs(v) then
|
||||
return 0
|
||||
@ -563,8 +445,8 @@ end
|
||||
|
||||
--"gamey" friction in both dimensions
|
||||
function vec2:apply_friction_xy(mu_x, mu_y, dt)
|
||||
self.x = apply_friction_1d(self.x, mu_x, dt)
|
||||
self.y = apply_friction_1d(self.y, mu_y, dt)
|
||||
self.x = _friction_1d(self.x, mu_x, dt)
|
||||
self.y = _friction_1d(self.y, mu_y, dt)
|
||||
return self
|
||||
end
|
||||
|
||||
@ -578,7 +460,7 @@ function vec2:maxcomp()
|
||||
end
|
||||
|
||||
-- mask out min component, with preference to keep x
|
||||
function vec2:majori()
|
||||
function vec2:major()
|
||||
if self.x > self.y then
|
||||
self.y = 0
|
||||
else
|
||||
@ -587,7 +469,7 @@ function vec2:majori()
|
||||
return self
|
||||
end
|
||||
-- mask out max component, with preference to keep x
|
||||
function vec2:minori()
|
||||
function vec2:minor()
|
||||
if self.x < self.y then
|
||||
self.y = 0
|
||||
else
|
||||
@ -596,14 +478,24 @@ function vec2:minori()
|
||||
return self
|
||||
end
|
||||
|
||||
--garbage generating functions that return a new vector rather than modifying self
|
||||
for _, v in ipairs({
|
||||
|
||||
--garbage generating versions
|
||||
function vec2:major(axis)
|
||||
return self:copy():majori(axis)
|
||||
}) do
|
||||
vec2[name] = function(self, ...)
|
||||
self = self:copy()
|
||||
self[v](self, ...)
|
||||
end
|
||||
end
|
||||
|
||||
function vec2:minor(axis)
|
||||
return self:copy():minori(axis)
|
||||
--"hungarian" shorthand aliases
|
||||
for _, v in ipairs({
|
||||
{"saddi", "scalar_add"},
|
||||
{"sadd", "scalar_add_copy"},
|
||||
|
||||
}) do
|
||||
local shorthand, original = v[1], v[2]
|
||||
vec2[shorthand] = vec2[original]
|
||||
end
|
||||
|
||||
return vec2
|
||||
|
Loading…
Reference in New Issue
Block a user