forked from Mirrorlandia_minetest/minetest
d04c41ad80
vector.direction() now returns a normalised vector with direction p1 to p2.
125 lines
2.1 KiB
Lua
125 lines
2.1 KiB
Lua
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vector = {}
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function vector.new(a, b, c)
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if type(a) == "table" then
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assert(a.x and a.y and a.z, "Invalid vector passed to vector.new()")
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return {x=a.x, y=a.y, z=a.z}
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elseif a then
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assert(b and c, "Invalid arguments for vector.new()")
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return {x=a, y=b, z=c}
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end
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return {x=0, y=0, z=0}
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end
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function vector.equals(a, b)
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return a.x == b.x and
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a.y == b.y and
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a.z == b.z
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end
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function vector.length(v)
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return math.hypot(v.x, math.hypot(v.y, v.z))
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end
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function vector.normalize(v)
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local len = vector.length(v)
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if len == 0 then
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return {x=0, y=0, z=0}
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else
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return vector.divide(v, len)
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end
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end
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function vector.floor(v)
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return {
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x = math.floor(v.x),
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y = math.floor(v.y),
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z = math.floor(v.z)
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}
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end
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function vector.round(v)
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return {
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x = math.floor(v.x + 0.5),
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y = math.floor(v.y + 0.5),
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z = math.floor(v.z + 0.5)
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}
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end
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function vector.apply(v, func)
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return {
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x = func(v.x),
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y = func(v.y),
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z = func(v.z)
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}
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end
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function vector.distance(a, b)
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local x = a.x - b.x
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local y = a.y - b.y
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local z = a.z - b.z
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return math.hypot(x, math.hypot(y, z))
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end
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function vector.direction(pos1, pos2)
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return vector.normalize({
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x = pos2.x - pos1.x,
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y = pos2.y - pos1.y,
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z = pos2.z - pos1.z
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})
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end
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function vector.add(a, b)
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if type(b) == "table" then
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return {x = a.x + b.x,
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y = a.y + b.y,
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z = a.z + b.z}
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else
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return {x = a.x + b,
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y = a.y + b,
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z = a.z + b}
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end
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end
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function vector.subtract(a, b)
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if type(b) == "table" then
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return {x = a.x - b.x,
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y = a.y - b.y,
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z = a.z - b.z}
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else
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return {x = a.x - b,
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y = a.y - b,
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z = a.z - b}
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end
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end
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function vector.multiply(a, b)
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if type(b) == "table" then
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return {x = a.x * b.x,
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y = a.y * b.y,
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z = a.z * b.z}
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else
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return {x = a.x * b,
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y = a.y * b,
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z = a.z * b}
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end
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end
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function vector.divide(a, b)
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if type(b) == "table" then
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return {x = a.x / b.x,
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y = a.y / b.y,
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z = a.z / b.z}
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else
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return {x = a.x / b,
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y = a.y / b,
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z = a.z / b}
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end
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end
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function vector.sort(a, b)
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return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)},
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{x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)}
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end
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