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-rw-r--r--builtin/common/vector.lua212
1 files changed, 152 insertions, 60 deletions
diff --git a/builtin/common/vector.lua b/builtin/common/vector.lua
index 2ef8fc617..cbaa872dc 100644
--- a/builtin/common/vector.lua
+++ b/builtin/common/vector.lua
@@ -1,15 +1,43 @@
+--[[
+Vector helpers
+Note: The vector.*-functions must be able to accept old vectors that had no metatables
+]]
+
+-- localize functions
+local setmetatable = setmetatable
vector = {}
+local metatable = {}
+vector.metatable = metatable
+
+local xyz = {"x", "y", "z"}
+
+-- only called when rawget(v, key) returns nil
+function metatable.__index(v, key)
+ return rawget(v, xyz[key]) or vector[key]
+end
+
+-- only called when rawget(v, key) returns nil
+function metatable.__newindex(v, key, value)
+ rawset(v, xyz[key] or key, value)
+end
+
+-- constructors
+
+local function fast_new(x, y, z)
+ return setmetatable({x = x, y = y, z = z}, metatable)
+end
+
function vector.new(a, b, c)
if type(a) == "table" then
assert(a.x and a.y and a.z, "Invalid vector passed to vector.new()")
- return {x=a.x, y=a.y, z=a.z}
+ return fast_new(a.x, a.y, a.z)
elseif a then
assert(b and c, "Invalid arguments for vector.new()")
- return {x=a, y=b, z=c}
+ return fast_new(a, b, c)
end
- return {x=0, y=0, z=0}
+ return fast_new(0, 0, 0)
end
function vector.from_string(s, init)
@@ -27,48 +55,49 @@ end
function vector.to_string(v)
return string.format("(%g, %g, %g)", v.x, v.y, v.z)
end
+metatable.__tostring = vector.to_string
function vector.equals(a, b)
return a.x == b.x and
a.y == b.y and
a.z == b.z
end
+metatable.__eq = vector.equals
+
+-- unary operations
function vector.length(v)
return math.hypot(v.x, math.hypot(v.y, v.z))
end
+-- Note: we can not use __len because it is already used for primitive table length
function vector.normalize(v)
local len = vector.length(v)
if len == 0 then
- return {x=0, y=0, z=0}
+ return fast_new(0, 0, 0)
else
return vector.divide(v, len)
end
end
function vector.floor(v)
- return {
- x = math.floor(v.x),
- y = math.floor(v.y),
- z = math.floor(v.z)
- }
+ return vector.apply(v, math.floor)
end
function vector.round(v)
- return {
- x = math.round(v.x),
- y = math.round(v.y),
- z = math.round(v.z)
- }
+ return fast_new(
+ math.round(v.x),
+ math.round(v.y),
+ math.round(v.z)
+ )
end
function vector.apply(v, func)
- return {
- x = func(v.x),
- y = func(v.y),
- z = func(v.z)
- }
+ return fast_new(
+ func(v.x),
+ func(v.y),
+ func(v.z)
+ )
end
function vector.distance(a, b)
@@ -79,11 +108,7 @@ function vector.distance(a, b)
end
function vector.direction(pos1, pos2)
- return vector.normalize({
- x = pos2.x - pos1.x,
- y = pos2.y - pos1.y,
- z = pos2.z - pos1.z
- })
+ return vector.subtract(pos2, pos1):normalize()
end
function vector.angle(a, b)
@@ -98,70 +123,137 @@ function vector.dot(a, b)
end
function vector.cross(a, b)
- return {
- x = a.y * b.z - a.z * b.y,
- y = a.z * b.x - a.x * b.z,
- z = a.x * b.y - a.y * b.x
- }
+ return fast_new(
+ a.y * b.z - a.z * b.y,
+ a.z * b.x - a.x * b.z,
+ a.x * b.y - a.y * b.x
+ )
end
+function metatable.__unm(v)
+ return fast_new(-v.x, -v.y, -v.z)
+end
+
+-- add, sub, mul, div operations
+
function vector.add(a, b)
if type(b) == "table" then
- return {x = a.x + b.x,
- y = a.y + b.y,
- z = a.z + b.z}
+ return fast_new(
+ a.x + b.x,
+ a.y + b.y,
+ a.z + b.z
+ )
else
- return {x = a.x + b,
- y = a.y + b,
- z = a.z + b}
+ return fast_new(
+ a.x + b,
+ a.y + b,
+ a.z + b
+ )
end
end
+function metatable.__add(a, b)
+ return fast_new(
+ a.x + b.x,
+ a.y + b.y,
+ a.z + b.z
+ )
+end
function vector.subtract(a, b)
if type(b) == "table" then
- return {x = a.x - b.x,
- y = a.y - b.y,
- z = a.z - b.z}
+ return fast_new(
+ a.x - b.x,
+ a.y - b.y,
+ a.z - b.z
+ )
else
- return {x = a.x - b,
- y = a.y - b,
- z = a.z - b}
+ return fast_new(
+ a.x - b,
+ a.y - b,
+ a.z - b
+ )
end
end
+function metatable.__sub(a, b)
+ return fast_new(
+ a.x - b.x,
+ a.y - b.y,
+ a.z - b.z
+ )
+end
function vector.multiply(a, b)
if type(b) == "table" then
- return {x = a.x * b.x,
- y = a.y * b.y,
- z = a.z * b.z}
+ return fast_new(
+ a.x * b.x,
+ a.y * b.y,
+ a.z * b.z
+ )
else
- return {x = a.x * b,
- y = a.y * b,
- z = a.z * b}
+ return fast_new(
+ a.x * b,
+ a.y * b,
+ a.z * b
+ )
+ end
+end
+function metatable.__mul(a, b)
+ if type(a) == "table" then
+ return fast_new(
+ a.x * b,
+ a.y * b,
+ a.z * b
+ )
+ else
+ return fast_new(
+ a * b.x,
+ a * b.y,
+ a * b.z
+ )
end
end
function vector.divide(a, b)
if type(b) == "table" then
- return {x = a.x / b.x,
- y = a.y / b.y,
- z = a.z / b.z}
+ return fast_new(
+ a.x / b.x,
+ a.y / b.y,
+ a.z / b.z
+ )
else
- return {x = a.x / b,
- y = a.y / b,
- z = a.z / b}
+ return fast_new(
+ a.x / b,
+ a.y / b,
+ a.z / b
+ )
end
end
+function metatable.__div(a, b)
+ -- scalar/vector makes no sense
+ return fast_new(
+ a.x / b,
+ a.y / b,
+ a.z / b
+ )
+end
+
+-- misc stuff
function vector.offset(v, x, y, z)
- return {x = v.x + x,
- y = v.y + y,
- z = v.z + z}
+ return fast_new(
+ v.x + x,
+ v.y + y,
+ v.z + z
+ )
end
function vector.sort(a, b)
- return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)},
- {x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)}
+ return fast_new(math.min(a.x, b.x), math.min(a.y, b.y), math.min(a.z, b.z)),
+ fast_new(math.max(a.x, b.x), math.max(a.y, b.y), math.max(a.z, b.z))
+end
+
+function vector.check(v)
+ return getmetatable(v) == metatable
end
local function sin(x)
@@ -229,7 +321,7 @@ end
function vector.dir_to_rotation(forward, up)
forward = vector.normalize(forward)
- local rot = {x = math.asin(forward.y), y = -math.atan2(forward.x, forward.z), z = 0}
+ local rot = vector.new(math.asin(forward.y), -math.atan2(forward.x, forward.z), 0)
if not up then
return rot
end
@@ -237,7 +329,7 @@ function vector.dir_to_rotation(forward, up)
"Invalid vectors passed to vector.dir_to_rotation().")
up = vector.normalize(up)
-- Calculate vector pointing up with roll = 0, just based on forward vector.
- local forwup = vector.rotate({x = 0, y = 1, z = 0}, rot)
+ local forwup = vector.rotate(vector.new(0, 1, 0), rot)
-- 'forwup' and 'up' are now in a plane with 'forward' as normal.
-- The angle between them is the absolute of the roll value we're looking for.
rot.z = vector.angle(forwup, up)