lua: create type defs for Vec2, Vec3, Vec4, Quat, Transform, and DeltaTime
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@ -1,5 +1,3 @@
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--local win = require "scripts.window"
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local is_window_setup = false
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---Return the userdata's name from its metatable.
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@ -45,7 +43,8 @@ function on_first()
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is_window_setup = true
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print("Window setup")
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end
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end, Window)
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end, Window
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)
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end
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end
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@ -70,10 +69,13 @@ function on_update()
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---@type number
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local dt = world:resource(DeltaTime)
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world:view(function (t)
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world:view(
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---@param t Transform
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function (t)
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t:translate(0, 0.15 * dt, 0)
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return t
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end, Transform)
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end, Transform
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)
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end
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--[[ function on_post_update()
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@ -28,10 +28,6 @@ impl Default for Transform {
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// TODO: https://www.brainvoyager.com/bv/doc/UsersGuide/CoordsAndTransforms/SpatialTransformationMatrices.html
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#[allow(dead_code)]
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const ZERO_V3: Vec3 = Vec3::new(0.0, 0.0, 0.0);
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const ONE_V3: Vec3 = Vec3::new(1.0, 1.0, 1.0);
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#[allow(dead_code)]
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impl Transform {
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pub fn new(translation: Vec3, rotation: Quat, scale: Vec3) -> Self {
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@ -43,33 +39,42 @@ impl Transform {
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}
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pub fn from_translation(translation: Vec3) -> Self {
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Self::new(translation, Quat::IDENTITY, ONE_V3)
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Self::new(translation, Quat::IDENTITY, Vec3::ONE)
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}
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pub fn from_xyz(x: f32, y: f32, z: f32) -> Self {
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Self::new(Vec3::new(x, y, z), Quat::IDENTITY, ONE_V3)
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Self::new(Vec3::new(x, y, z), Quat::IDENTITY, Vec3::ONE)
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}
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pub fn calculate_mat4(&self) -> Mat4 {
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Mat4::from_scale_rotation_translation(self.scale, self.rotation, self.translation)
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}
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/// Get the forward vector of the Transform.
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/// Returns a normalized vector pointing in the direction the Transform is facing.
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///
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/// This represents the front of the object can be used for movement, camera orientation, and
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/// other directional calculations.
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pub fn forward(&self) -> Vec3 {
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(self.rotation * -Vec3::Z).normalize()
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}
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/// Get the left vector of the Transform.
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/// Returns a normalized vector pointing to the left side of the Transform.
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///
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/// The vector is in local space. This represents the direction that is
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/// perpendicular to the object's forward direction.
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pub fn left(&self) -> Vec3 {
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(self.rotation * Vec3::X).normalize()
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}
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/// Get the up vector of the Transform.
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/// Returns a normalized vector that indicates the upward direction of the Transform.
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///
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/// This vector is commonly used to define an object's orientation and is essential for maintaining
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/// consistent vertical alignment in 3D environments, such as for camera positioning and object alignment.
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pub fn up(&self) -> Vec3 {
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(self.rotation * Vec3::Y).normalize()
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}
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/// Rotate this transform using a Quaternion
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/// Rotate this transform using a Quaternion.
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pub fn rotate(&mut self, rotation: Quat) {
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self.rotation = (rotation * self.rotation).normalize();
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}
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@ -110,7 +115,7 @@ impl Transform {
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let mut res = *self;
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res.translation = self.translation.lerp(rhs.translation, alpha);
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// normalize rotation here to avoid panics
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res.rotation = self.rotation.lerp(rhs.rotation.normalize(), alpha);
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res.rotation = self.rotation.normalize().lerp(rhs.rotation.normalize(), alpha);
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res.scale = self.scale.lerp(rhs.scale, alpha);
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res
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} else {
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@ -1,182 +0,0 @@
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---@class Quat
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---@field x number
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---@field y number
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---@field z number
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---@field w number
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Quat = { x = 0.0, y = 0.0, z = 0.0, w = 0.0 }
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Quat.__index = Quat
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Quat.__name = "Quat"
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--- Constructs a new Quaternion from x, y, z, and w.
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---@param x number
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---@param y number
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---@param z number
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---@param w number
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---@return Quat
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function Quat:new(x, y, z, w)
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local q = {}
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setmetatable(q, Quat)
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q.x = x
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q.y = y
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q.z = z
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q.w = w
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return q
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end
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Quat.IDENTITY = Quat:new(0, 0, 0, 1)
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function Quat:clone()
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return Quat:new(self.x, self.y, self.z, self.w)
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end
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--- Creates a quaternion from the angle, in radians, around the x axis.
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--- @param rad number
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--- @return Quat
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function Quat:from_rotation_x(rad)
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local sin = math.sin(rad * 0.5)
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local cos = math.cos(rad * 0.5)
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return Quat:new(sin, 0, 0, cos)
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end
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--- Creates a quaternion from the angle, in radians, around the y axis.
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--- @param rad number
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--- @return Quat
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function Quat:from_rotation_y(rad)
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local sin = math.sin(rad * 0.5)
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local cos = math.cos(rad * 0.5)
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return Quat:new(0, sin, 0, cos)
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end
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--- Creates a quaternion from the angle, in radians, around the z axis.
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--- @param rad number
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--- @return Quat
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function Quat:from_rotation_z(rad)
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local sin = math.sin(rad * 0.5)
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local cos = math.cos(rad * 0.5)
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return Quat:new(0, 0, sin, cos)
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end
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--- Computes the dot product of `self`.
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---@param rhs Quat
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---@return number
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function Quat:dot(rhs)
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return (self.x * rhs.x) + (self.y * rhs.y) + (self.z * rhs.z) + (self.w * rhs.w)
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end
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--- Computes the length of `self`.
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---@return number
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function Quat:length()
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return math.sqrt(self:dot(self))
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end
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--- Compute the length of `self` squared.
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---@return number
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function Quat:length_squared()
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return self:length() ^ 2
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end
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--- Normalizes `self` and returns the new Quat
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---@return unknown
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function Quat:normalize()
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local length = self:length()
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return self / length
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end
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--- Multiplies two Quaternions together. Keep in mind that Quaternion multiplication is NOT
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--- commutative so the order in which you multiply the quaternions matters.
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---@param rhs Quat
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---@return Quat
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function Quat:mult_quat(rhs)
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local x1, y1, z1, w1 = self.x, self.y, self.z, self.w
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local x2, y2, z2, w2 = rhs.x, rhs.y, rhs.z, rhs.w
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local x = w1 * x2 + x1 * w2 + y1 * z2 - z1 * y2
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local y = w1 * y2 - x1 * z2 + y1 * w2 + z1 * x2
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local z = w1 * z2 + x1 * y2 - y1 * x2 + z1 * w2
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local w = w1 * w2 - x1 * x2 - y1 * y2 - z1 * x2
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return Quat:new(x, y, z, w)
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end
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--- Multiplies `self` by a Vec3, returning the rotated Vec3
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---@param vec Vec3
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---@return Vec3
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function Quat:mult_vec3(vec)
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local vec_quat = Quat:new(vec.x, vec.y, vec.z, 0)
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local quat = self:mult_quat(vec_quat)
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return Vec3:new(quat.x, quat.y, quat.z)
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end
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--- Calculates the linear iterpolation between `self` and `rhs` based on the `alpha`.
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--- When `alpha` is `0`, the result will be equal to `self`. When `s` is `1`, the result
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--- will be equal to `rhs`
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--- @param rhs Quat
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--- @param alpha number
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--- @return Quat
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function Quat:lerp(rhs, alpha)
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-- ensure alpha is [0, 1]
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local alpha = math.max(0, math.min(1, alpha))
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local x1, y1, z1, w1 = self.x, self.y, self.z, self.w
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local x2, y2, z2, w2 = rhs.x, rhs.y, rhs.z, rhs.w
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local x = (1 - alpha) * x1 + alpha * x2
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local y = (1 - alpha) * y1 + alpha * y2
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local z = (1 - alpha) * z1 + alpha * z2
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local w = (1 - alpha) * w1 + alpha * w2
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return Quat:new(x, y, z, w):normalize()
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end
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function Quat:__add(rhs)
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return Quat:new(self.x + rhs.x, self.y + rhs.y, self.z + rhs.z, self.w + rhs.w)
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end
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function Quat:__sub(rhs)
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return Quat:new(self.x - rhs.x, self.y - rhs.y, self.z - rhs.z, self.w - rhs.w)
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end
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function Quat:__mul(rhs)
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if type(rhs) == "number" then
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return Quat:new(self.x * rhs, self.y * rhs, self.z * rhs, self.w * rhs)
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elseif type(rhs) == "table" then
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local name = rhs.__name
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if name == "Vec3" then
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return self:mult_vec3(rhs)
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elseif name == "Quat" then
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return self:mult_quat(rhs)
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else
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assert(false, "Unknown usertype of rhs" .. name)
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end
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else
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assert(false, "Unknown type of rhs" .. type(rhs))
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end
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end
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function Quat:__div(rhs)
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if type(rhs) == "number" then
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return Quat:new(self.x / rhs, self.y / rhs, self.z / rhs, self.w / rhs)
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else
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assert(rhs.__name == "Quat", "Attempted to divide Quat by unknown type " .. rhs.__name)
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return Quat:new(self.x / rhs.x, self.y / rhs.y, self.z / rhs.z, self.w / rhs.w)
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end
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end
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function Quat:__eq(rhs)
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return self.x == rhs.x and self.y == rhs.y and self.z == rhs.z and self.w == rhs.w
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end
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function Quat:__lt(rhs)
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return self.x < rhs.x and self.y < rhs.y and self.z < rhs.z and self.w < rhs.w
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end
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function Quat:__le(rhs)
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return self.x <= rhs.x and self.y <= rhs.y and self.z <= rhs.z and self.w <= rhs.w
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end
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function Quat:__tostring()
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return "Quat(" .. self.x .. ", " .. self.y .. ", " .. self.z .. ", " .. self.w .. ")"
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end
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@ -1,95 +0,0 @@
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---@class Transform
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---@field translation Vec3
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---@field rotation Quat
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---@field Scale Vec3
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Transform = { translation = Vec3.ZERO, rotation = Quat.IDENTITY, scale = Vec3.ONE }
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Transform.__index = Transform
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Transform.__name = "Transform"
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function Transform:new(translation, rotation, scale)
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local t = {}
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setmetatable(t, Transform)
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t.translation = translation
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t.rotation = rotation
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t.scale = scale
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return t
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end
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function Transform:clone()
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return Transform:new(self.translation:clone(), self.rotation:clone(), self.scale:clone())
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end
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--- Creates a new Transform with the translation at the vec3
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--- @param pos Vec3
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function Transform:from_vec3(pos)
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local t = Transform:clone() -- copy of default transform
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t.translation = pos
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return t
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end
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function Transform:from_xyz(x, y, z)
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Transform:from_vec3(Vec3:new(x, y, z))
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end
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--- Calculates the forward vector of the Transform.
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--- @return Vec3
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function Transform:forward()
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return (self.rotation * Vec3.NEG_Z):normalize()
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end
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--- Calculates the left vector of the Transform.
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--- @return Vec3
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function Transform:left()
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return (self.rotation * Vec3.X):normalize()
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end
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--- Calculates the up vector of the Transform.
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--- @return Vec3
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function Transform:up()
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return (self.rotation * Vec3.Y):normalize()
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end
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--- Rotates `self` using a Quaternion
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--- @param quat Quat
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function Transform:rotate(quat)
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self.rotation = (quat * self.rotation):normalize()
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end
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--- Rotates `self` around the x-axis
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--- @param rad number
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function Transform:rotate_x(rad)
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self:rotate(Quat:from_rotation_x(rad))
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end
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--- Rotates `self` around the y-axis
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--- @param rad number
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function Transform:rotate_y(rad)
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self:rotate(Quat:from_rotation_y(rad))
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end
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--- Rotates `self` around the z-axis
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--- @param rad number
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function Transform:rotate_z(rad)
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self:rotate(Quat:from_rotation_z(rad))
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end
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--- Calculates the linear iterpolation between `self` and `rhs` based on the `alpha`.
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--- When `alpha` is `0`, the result will be equal to `self`. When `s` is `1`, the result
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--- will be equal to `rhs`
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--- @param rhs Transform
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--- @param alpha number
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--- @return Transform
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function Transform:lerp(rhs, alpha)
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local res = self:clone()
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res.translation = self.translation:lerp(rhs.translation, alpha)
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res.rotation = self.rotation:lerp(rhs.rotation, alpha)
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res.scale = self.scale:lerp(rhs.scale, alpha)
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return res
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end
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function Transform:__tostring()
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return "Transform(pos=" .. tostring(self.translation) .. ", rot="
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.. tostring(self.rotation) .. ", scale=" .. tostring(self.scale) .. ")"
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end
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@ -1,187 +0,0 @@
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---@class Vec3
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---@field x number
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---@field y number
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---@field z number
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Vec3 = { x = 0.0, y = 0.0, z = 0.0 }
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Vec3.__index = Vec3
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Vec3.__name = "Vec3"
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--- Constructs a new vector
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---@param x number
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---@param y number
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---@param z number
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---@return Vec3
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function Vec3:new(x, y, z)
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local v = {}
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setmetatable(v, Vec3)
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v.x = x
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v.y = y
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v.z = z
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return v
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end
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---Creates a copy of self
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---@return Vec3
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function Vec3:clone()
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return Vec3:new(self.x, self.y, self.z)
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end
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--- Constructs a vector with all elements as parameter `x`.
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---@param x number
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---@return Vec3
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function Vec3:all(x)
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return Vec3:new(x, x, x)
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end
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--- A unit-length vector pointing alongside the positive X axis.
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Vec3.X = Vec3:new(1, 0, 0)
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--- A unit-length vector pointing alongside the positive Y axis.
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Vec3.Y = Vec3:new(0, 1, 0)
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--- A unit-length vector pointing alongside the positive Z axis.
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Vec3.Z = Vec3:new(0, 0, 1)
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--- A unit-length vector pointing alongside the negative X axis.
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Vec3.NEG_X = Vec3:new(-1, 0, 0)
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--- A unit-length vector pointing alongside the negative Y axis.
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Vec3.NEG_Y = Vec3:new(0, -1, 0)
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--- A unit-length vector pointing alongside the negative Z axis.
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Vec3.NEG_Z = Vec3:new(0, 0, -1)
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--- A vector of all zeros
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Vec3.ZERO = Vec3:new(0, 0, 0)
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--- A vector of all ones
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Vec3.ONE = Vec3:new(1, 1, 1)
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--- Computes the absolute value of `self`.
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function Vec3: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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self.z = math.abs(self.z)
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end
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--- Computes the length of `self`.
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---@return number
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function Vec3:length()
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return math.sqrt(self:dot(self))
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end
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---Moves `self` by the provided coordinates
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---@param x number
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---@param y number
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---@param z number
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function Vec3:move_by(x, y, z)
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self.x = self.x + x
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self.y = self.y + y
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self.z = self.z + z
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end
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--- Computes the dot product of `self` and `rhs`.
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---@param rhs Vec3
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---@return number
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function Vec3:dot(rhs)
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assert(rhs.__name == "Vec3")
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return (self.x * rhs.x) + (self.y * rhs.y) + (self.z * rhs.z)
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end
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--- Returns a vector that has the minimum value of each element of `self` and `rhs`
|
||||
---@param rhs Vec3
|
||||
---@return Vec3
|
||||
function Vec3:min(rhs)
|
||||
local x = math.min(self.x, rhs.x)
|
||||
local y = math.min(self.y, rhs.y)
|
||||
local z = math.min(self.z, rhs.z)
|
||||
|
||||
return Vec3:new(x, y, z)
|
||||
end
|
||||
|
||||
--- Modifies `self` to be normalized to a length 1.
|
||||
function Vec3:normalize()
|
||||
local len_recip = 1.0 / self:length()
|
||||
self.x = self.x * len_recip
|
||||
self.y = self.y * len_recip
|
||||
self.z = self.z * len_recip
|
||||
end
|
||||
|
||||
--- Calculates the linear iterpolation between `self` and `rhs` based on the `alpha`.
|
||||
--- When `alpha` is `0`, the result will be equal to `self`. When `s` is `1`, the result
|
||||
--- will be equal to `rhs`
|
||||
--- @param rhs Vec3
|
||||
--- @param alpha number
|
||||
--- @return Vec3
|
||||
function Vec3:lerp(rhs, alpha)
|
||||
-- ensure alpha is [0, 1]
|
||||
local alpha = math.max(0, math.min(1, alpha))
|
||||
|
||||
local res = self:clone()
|
||||
res = res + ((rhs - res) * alpha)
|
||||
return res
|
||||
end
|
||||
|
||||
function Vec3:__add(rhs)
|
||||
if type(rhs) == "Vec3" then
|
||||
return Vec3:new(self.x + rhs.x, self.y + rhs.y, self.z + rhs.z)
|
||||
else
|
||||
return Vec3:new(self.x + rhs, self.y + rhs, self.z + rhs)
|
||||
end
|
||||
end
|
||||
|
||||
function Vec3:__sub(rhs)
|
||||
if type(rhs) == "Vec3" then
|
||||
return Vec3:new(self.x - rhs.x, self.y - rhs.y, self.z - rhs.z)
|
||||
else
|
||||
return Vec3:new(self.x - rhs, self.y - rhs, self.z - rhs)
|
||||
end
|
||||
end
|
||||
|
||||
function Vec3:__mul(rhs)
|
||||
if type(rhs) == "Vec3" then
|
||||
return Vec3:new(self.x * rhs.x, self.y * rhs.y, self.z * rhs.z)
|
||||
else
|
||||
return Vec3:new(self.x * rhs, self.y * rhs, self.z * rhs)
|
||||
end
|
||||
end
|
||||
|
||||
function Vec3:__div(rhs)
|
||||
if type(rhs) == "Vec3" then
|
||||
return Vec3:new(self.x / rhs.x, self.y / rhs.y, self.z / rhs.z)
|
||||
else
|
||||
return Vec3:new(self.x / rhs, self.y / rhs, self.z / rhs)
|
||||
end
|
||||
end
|
||||
|
||||
function Vec3:__idiv(rhs)
|
||||
if type(rhs) == "Vec3" then
|
||||
return Vec3:new(self.x // rhs.x, self.y // rhs.y, self.z // rhs.z)
|
||||
else
|
||||
return Vec3:new(self.x // rhs, self.y // rhs, self.z // rhs)
|
||||
end
|
||||
end
|
||||
|
||||
function Vec3:__unm()
|
||||
return Vec3:new(-self.x, -self.y, -self.z)
|
||||
end
|
||||
|
||||
function Vec3:__pow(rhs)
|
||||
if type(rhs) == "number" then
|
||||
return Vec3:new(self.x ^ rhs, self.y ^ rhs, self.z ^ rhs)
|
||||
end
|
||||
end
|
||||
|
||||
function Vec3:__eq(rhs)
|
||||
return self.x == rhs.x and self.y == rhs.y and self.z == rhs.z
|
||||
end
|
||||
|
||||
function Vec3:__lt(rhs)
|
||||
return self.x < rhs.x and self.y < rhs.y and self.z < rhs.z
|
||||
end
|
||||
|
||||
function Vec3:__le(rhs)
|
||||
return self.x <= rhs.x and self.y <= rhs.y and self.z <= rhs.z
|
||||
end
|
||||
|
||||
function Vec3:__tostring()
|
||||
return "Vec3(" .. self.x .. ", " .. self.y .. ", " .. self.z .. ")"
|
||||
end
|
|
@ -0,0 +1,15 @@
|
|||
---@meta
|
||||
|
||||
---@class DeltaTime
|
||||
---
|
||||
---DeltaTime is an ECS world resource. When its requested from the world, a `number`
|
||||
---is returned.
|
||||
---
|
||||
---Example:
|
||||
---```lua
|
||||
------@type number
|
||||
---local dt = world:resource(DeltaTime)
|
||||
---
|
||||
---print(type(dt)) --> number
|
||||
---```
|
||||
DeltaTime = {}
|
|
@ -1,3 +1,8 @@
|
|||
require "math.vec2"
|
||||
require "math.vec3"
|
||||
require "math.vec4"
|
||||
require "math.quat"
|
||||
require "math.transform"
|
||||
|
||||
require "ecs.window"
|
||||
require "ecs.delat_time"
|
|
@ -0,0 +1,188 @@
|
|||
---@meta
|
||||
|
||||
---@class Quat
|
||||
---This is a Lua export of [`glam::Quat`](https://docs.rs/glam/latest/glam/f32/struct.Quat.html)
|
||||
---
|
||||
---@operator add(self): self
|
||||
---@operator sub(self): self
|
||||
---@operator div(number): self
|
||||
---@operator mul(self|Vec3|number): self
|
||||
---@diagnostic disable-next-line: unknown-operator
|
||||
---@operator eq: self
|
||||
Quat = {
|
||||
---The x coordinate
|
||||
---@type number
|
||||
x = nil,
|
||||
|
||||
---The y coordinate
|
||||
---@type number
|
||||
y = nil,
|
||||
|
||||
---The z coordinate
|
||||
---@type number
|
||||
z = nil,
|
||||
|
||||
---The w coordinate
|
||||
---@type number
|
||||
w = nil,
|
||||
}
|
||||
|
||||
---Create a new `Quat`
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z number
|
||||
---@param w number
|
||||
---@return self
|
||||
function Quat.new(x, y, z, w) end
|
||||
|
||||
---Creates a quaternion from the angle (in radians) around the x axis.
|
||||
---@param rad number
|
||||
---@return self
|
||||
function Quat.from_rotation_x(rad) end
|
||||
|
||||
---Creates a quaternion from the angle (in radians) around the y axis.
|
||||
---@param rad number
|
||||
---@return self
|
||||
function Quat.from_rotation_y(rad) end
|
||||
|
||||
---Creates a quaternion from the angle (in radians) around the z axis.
|
||||
---@param rad number
|
||||
---@return self
|
||||
function Quat.from_rotation_z(rad) end
|
||||
|
||||
---Creates a quaternion from a `Vec4`.
|
||||
---@param vec4 Vec4
|
||||
---@return self
|
||||
function Quat.from_vec4(vec4) end
|
||||
|
||||
---Create a quaternion for a normalized rotation axis and angle (in radians).
|
||||
---
|
||||
---The axis must be a unit vector.
|
||||
---
|
||||
---@param axis Vec3
|
||||
---@param rad number
|
||||
---@return self
|
||||
function Quat.from_axis_angle(axis, rad) end
|
||||
|
||||
---Computes the dot product of self and rhs.
|
||||
---
|
||||
---The dot product is equal to the cosine of the angle between two
|
||||
---quaternion rotations.
|
||||
---
|
||||
---@param rhs Quat
|
||||
---@return number
|
||||
function Quat:dot(rhs) end
|
||||
|
||||
---Computes the length of self.
|
||||
---
|
||||
---@return number
|
||||
function Quat:length() end
|
||||
|
||||
---Computes the squared length of self.
|
||||
---
|
||||
---This is generally faster than length() as it avoids a square root operation.
|
||||
---
|
||||
---@return number
|
||||
function Quat:length_squared() end
|
||||
|
||||
---Computes 1.0 / length().
|
||||
---
|
||||
---For valid results, self must not be of length zero.
|
||||
---@return number
|
||||
function length_recip() end
|
||||
|
||||
---Returns `self` normalized to length `1.0`.
|
||||
---
|
||||
---For valid results, `self` must not be of length zero.
|
||||
---
|
||||
---@return self
|
||||
function Quat:normalize() end
|
||||
|
||||
---Multipies `self` with a `Quat`
|
||||
---@param rhs Quat
|
||||
function Quat:mult_quat(rhs) end
|
||||
|
||||
---Multiplies `self` with a `Vec3`
|
||||
---@param rhs Vec3
|
||||
function Quat:mult_vec3(rhs) end
|
||||
|
||||
---Performs a linear interpolation between `self` and `rhs` based on `alpha`.
|
||||
---
|
||||
---Both `Quat`s must be normalized.
|
||||
---
|
||||
---When `alpha` is `0.0`, the result will be equal to `self`. When `alpha` is `1.0`,
|
||||
---the result will be equal to `rhs`.
|
||||
---
|
||||
---@param rhs Quat
|
||||
---@param alpha number
|
||||
function Quat:lerp(rhs, alpha) end
|
||||
|
||||
---Performs a spherical linear interpolation between `self` and `rhs` based on `alpha`.
|
||||
---
|
||||
---Both `Quat`s must be normalized.
|
||||
---
|
||||
---When `alpha` is `0.0`, the result will be equal to `self`. When `alpha` is `1.0`,
|
||||
---the result will be equal to `rhs`.
|
||||
---
|
||||
---@param rhs Quat
|
||||
---@param alpha number
|
||||
function Quat:slerp(rhs, alpha) end
|
||||
|
||||
|
||||
---Returns the inverse of a normalized quaternion.
|
||||
---
|
||||
---Typically quaternion inverse returns the conjugate of a normalized quaternion.
|
||||
---Because `self` is assumed to already be unit length this method does not
|
||||
---normalize before returning the conjugate.
|
||||
---@return self
|
||||
function Quat:inverse() end
|
||||
|
||||
---Returns `true` if, and only if, all elements are finite. If any element is either
|
||||
---`NaN`, positive or negative infinity, this will return `false`.
|
||||
---
|
||||
---@return boolean
|
||||
function Quat:is_finite() end
|
||||
|
||||
---@return boolean
|
||||
function Quat:is_nan() end
|
||||
|
||||
---Returns whether `self` is of length `1.0` or not.
|
||||
---
|
||||
---Uses a precision threshold of `1e-6`.
|
||||
---@return boolean
|
||||
function Quat:is_normalized() end
|
||||
|
||||
---@return boolean
|
||||
function Quat:is_near_identity() end
|
||||
|
||||
---Returns the angle (in radians) for the minimal rotation for transforming
|
||||
---this quaternion into another.
|
||||
---
|
||||
---Both quaternions must be normalized.
|
||||
---@return number
|
||||
function Quat:angle_between(rhs) end
|
||||
|
||||
---Rotates towards `rhs` up to `max_angle` (in radians).
|
||||
---
|
||||
---When `max_angle` is `0.0`, the result will be equal to `self`. When `max_angle`
|
||||
---is equal to `self.angle_between(rhs)`, the result will be equal to `rhs`.
|
||||
---If `max_angle` is negative, rotates towards the exact opposite of `rhs`.
|
||||
---Will not go past the target.
|
||||
---
|
||||
---Both quaternions must be normalized.
|
||||
---@return self
|
||||
function Quat:rotate_towards(rhs, max_angle) end
|
||||
|
||||
---Returns true if the absolute difference of all elements between `self` and `rhs` is less
|
||||
---than or equal to `max_abs_diff`.
|
||||
---
|
||||
---This can be used to compare if two quaternions contain similar elements. It works best when
|
||||
---comparing with a known value. The `max_abs_diff` that should be used used depends on the
|
||||
---values being compared against.
|
||||
---
|
||||
---For more see [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
|
||||
---
|
||||
---@param rhs Quat
|
||||
---@param max_abs_diff number
|
||||
---@return boolean
|
||||
function Quat:abs_diff_eq(rhs, max_abs_diff) end
|
|
@ -0,0 +1,134 @@
|
|||
---@meta
|
||||
|
||||
---@class Transform
|
||||
---
|
||||
---A Transform represents a transformation of an object. A transform includes the position
|
||||
---(called translation here), rotation, and scale. Rotation is represented using a Quaternion
|
||||
---(or Quat for short).
|
||||
---
|
||||
---Although Quats can be scary, they are much more robust than euler angles for games
|
||||
---since they do not suffer from things like
|
||||
---[gimbal-lock](https://en.wikipedia.org/wiki/Gimbal_lock).
|
||||
---
|
||||
---This is a Lua export of [`lyra_math::Transform`].
|
||||
---
|
||||
---@operator add(Quat): self
|
||||
---@operator mul(Vec3): self
|
||||
---@diagnostic disable-next-line: unknown-operator
|
||||
---@operator eq: self
|
||||
Transform = {
|
||||
---The translation/position of the transform.
|
||||
---@type Vec3
|
||||
translation = nil,
|
||||
---The rotation of the transform.
|
||||
---@type Quat
|
||||
rotation = nil,
|
||||
---The scale of the transform.
|
||||
---@type Vec3
|
||||
scale = nil,
|
||||
}
|
||||
|
||||
function Transform:__tostring() end
|
||||
|
||||
---@return self
|
||||
function Transform.default() end
|
||||
|
||||
---Create a new transform with its components.
|
||||
---
|
||||
---@param translation Vec3
|
||||
---@param rotation Quat
|
||||
---@param scale Vec3
|
||||
---@return self
|
||||
function Transform.new(translation, rotation, scale) end
|
||||
|
||||
---Create a new transform with a `Vec3` translation.
|
||||
---@param translation Vec3
|
||||
---@return self
|
||||
function Transform.from_translation(translation) end
|
||||
|
||||
---Create a new transform with a translation of `x`, `y`, and `z`.
|
||||
---
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z number
|
||||
---@return self
|
||||
function Transform.from_translation(x, y, z) end
|
||||
|
||||
---Create a clone of `self`
|
||||
---@return self
|
||||
function Transform:clone() end
|
||||
|
||||
---Returns a normalized vector pointing in the direction the Transform is facing.
|
||||
---
|
||||
---This represents the front of the object can be used for movement, camera orientation, and
|
||||
---other directional calculations.
|
||||
---
|
||||
---@return Vec3
|
||||
function Transform:forward() end
|
||||
|
||||
---Returns a normalized vector pointing to the left side of the Transform.
|
||||
---
|
||||
---The vector is in local space. This represents the direction that is
|
||||
---perpendicular to the object's forward direction.
|
||||
---
|
||||
---@return Vec3
|
||||
function Transform:left() end
|
||||
|
||||
---Returns a normalized vector that indicates the upward direction of the Transform.
|
||||
---
|
||||
---This vector is commonly used to define an object's orientation and is essential for maintaining
|
||||
---consistent vertical alignment in 3D environments, such as for camera positioning and object alignment.
|
||||
---@return Vec3
|
||||
function Transform:up() end
|
||||
|
||||
---Rotate `self` using a quaternion
|
||||
---@param quat Quat
|
||||
function Transform:rotate(quat) end
|
||||
|
||||
---Rotate `self` around the x axis by **degrees**.
|
||||
---
|
||||
---@param deg number The amount of **degrees** to rotate by.
|
||||
function Transform:rotate_x(deg) end
|
||||
|
||||
---Rotate `self` around the y axis by **degrees**.
|
||||
---
|
||||
---@param deg number The amount of **degrees** to rotate by.
|
||||
function Transform:rotate_y(deg) end
|
||||
|
||||
---Rotate `self` around the z axis by **degrees**.
|
||||
---
|
||||
---@param deg number The amount of **degrees** to rotate by.
|
||||
function Transform:rotate_z(deg) end
|
||||
|
||||
---Rotate `self` around the x axis by **radians** .
|
||||
---
|
||||
---@param rad number The amount of **radians** to rotate by.
|
||||
function Transform:rotate_x_rad(rad) end
|
||||
|
||||
---Rotate `self` around the y axis by **radians** .
|
||||
---
|
||||
---@param rad number The amount of **radians** to rotate by.
|
||||
function Transform:rotate_y_rad(rad) end
|
||||
|
||||
---Rotate `self` around the z axis by **radians** .
|
||||
---
|
||||
---@param rad number The amount of **radians** to rotate by.
|
||||
function Transform:rotate_z_rad(rad) end
|
||||
|
||||
---Move `self` by `x`, `y`, and `z`.
|
||||
---
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z number
|
||||
function Transform:translate(x, y, z) end
|
||||
|
||||
---Performs a linear interpolation between `self` and `rhs` based on `alpha`.
|
||||
---
|
||||
---This will normalize the rotation `Quat`.
|
||||
---
|
||||
---When `alpha` is `0.0`, the result will be equal to `self`. When `alpha` is `1.0`,
|
||||
---the result will be equal to `rhs`.
|
||||
---
|
||||
---@param rhs Transform
|
||||
---@param alpha number
|
||||
function Transform:lerp(rhs, alpha) end
|
|
@ -1,14 +1,125 @@
|
|||
---@meta
|
||||
|
||||
---@class Vec2
|
||||
---This is a Lua export of [`glam::Vec2`](https://docs.rs/glam/latest/glam/f32/struct.Vec2.html)
|
||||
---
|
||||
---@operator add(self|number): self
|
||||
---@operator sub(self|number): self
|
||||
---@operator div(self|number): self
|
||||
---@operator mul(self|number): self
|
||||
---@operator mod(self|number): self
|
||||
---@operator unm: self
|
||||
---@diagnostic disable-next-line: unknown-operator
|
||||
---@operator eq: self
|
||||
Vec2 = {
|
||||
---The x coordinate
|
||||
---@type number
|
||||
x = nil,
|
||||
|
||||
---The y coordinate
|
||||
---@type number
|
||||
y = nil,
|
||||
|
||||
---Create a new `Vec2`
|
||||
---@param x number
|
||||
---@param y number
|
||||
new = function (x, y) end
|
||||
---A constant `Vec2` with coordinates as `f32::NAN`.
|
||||
---@type Vec2
|
||||
NAN = nil,
|
||||
|
||||
---A constant `Vec2` with `x` as `-1.0`.
|
||||
---@type Vec2
|
||||
NEG_X = nil,
|
||||
|
||||
---A constant `Vec2` with `y` as `-1.0`.
|
||||
---@type Vec2
|
||||
NEG_Y = nil,
|
||||
|
||||
---A constant `Vec2` with both components as `-1.0`.
|
||||
---@type Vec2
|
||||
NEG_ONE = nil,
|
||||
|
||||
---A constant `Vec2` with `x` as `1.0`.
|
||||
---@type Vec2
|
||||
POS_X = nil,
|
||||
|
||||
---A constant `Vec2` with `y` as `1.0`.
|
||||
---@type Vec2
|
||||
POS_Y = nil,
|
||||
|
||||
---A constant `Vec2` with both components as `1.0`.
|
||||
---@type Vec2
|
||||
ONE = nil,
|
||||
|
||||
---A constant `Vec2` with both components as `0.0`.
|
||||
---@type Vec2
|
||||
ZERO = nil,
|
||||
}
|
||||
|
||||
function Vec2:__tostring() end
|
||||
|
||||
---Create a new `Vec2`
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@return self
|
||||
function Vec2.new(x, y) end
|
||||
|
||||
---Returns a vector with a length no less than min and no more than max.
|
||||
---@param min number the minimum value to clamp the length to
|
||||
---@param max number the maximum value to clamp the length to
|
||||
---@return self
|
||||
function Vec2:clamp_length(min, max) end
|
||||
|
||||
---Returns true if the absolute difference of all elements between `self` and `rhs` is less
|
||||
---than or equal to `max_abs_diff`.
|
||||
---
|
||||
---This can be used to compare if two vectors contain similar elements. It works best when
|
||||
---comparing with a known value. The `max_abs_diff` that should be used used depends on the
|
||||
---values being compared against.
|
||||
---
|
||||
---For more see [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
|
||||
---
|
||||
---@param rhs Vec2 The other `Vec2` to compare to.
|
||||
---@param max_abs_diff number Maximum absolute difference between `self` and `rhs`.
|
||||
---@return boolean
|
||||
function Vec2:abs_diff_eq(rhs, max_abs_diff) end
|
||||
|
||||
---Returns a vector containing the smallest integer greater than or equal to a number for each
|
||||
---element of self.
|
||||
---@return self
|
||||
function Vec2:ceil() end
|
||||
|
||||
---Returns the angle of rotation (in radians) from `self` to `rhs` in the range [-π, +π].
|
||||
---
|
||||
---The inputs do not need to be unit vectors however they must be non-zero.
|
||||
---
|
||||
---@param rhs Vec2 The other `Vec2` to get the angle to.
|
||||
---@return number
|
||||
function Vec2:angle_to(rhs) end
|
||||
|
||||
---Returns a vector containing the absolute value of each element of `self`.
|
||||
---
|
||||
---@return self
|
||||
function Vec2:abs() end
|
||||
|
||||
---Component-wise clamping of values.
|
||||
---
|
||||
---Each element in `min` must be less-or-equal to the corresponding element in `max`.
|
||||
---
|
||||
---@param min self The minimum `Vec2` components to clamp the components of `self` to.
|
||||
---@param max self The maximum `Vec2` components to clamp the components of `self` to.
|
||||
---@return self
|
||||
function Vec2:clamp(min, max) end
|
||||
|
||||
---Converts `self` to an array `[x, y]`
|
||||
---
|
||||
---@return number[]
|
||||
function Vec2:to_array() end
|
||||
|
||||
---Move `self` by `x` and `y` values.
|
||||
---
|
||||
---@param x number
|
||||
---@param y number
|
||||
function Vec2:move_by(x, y) end
|
||||
|
||||
---Move `self` by a `Vec2`.
|
||||
---
|
||||
---@param rhs Vec2
|
||||
function Vec2:move_by(rhs) end
|
||||
|
|
|
@ -0,0 +1,139 @@
|
|||
---@meta
|
||||
|
||||
---@class Vec3
|
||||
---This is a Lua export of [`glam::Vec3`](https://docs.rs/glam/latest/glam/f32/struct.Vec3.html)
|
||||
---
|
||||
---@operator add(self|number): self
|
||||
---@operator sub(self|number): self
|
||||
---@operator div(self|number): self
|
||||
---@operator mul(self|number): self
|
||||
---@operator mod(self|number): self
|
||||
---@operator unm: self
|
||||
---@diagnostic disable-next-line: unknown-operator
|
||||
---@operator eq: self
|
||||
Vec3 = {
|
||||
---The x coordinate
|
||||
---@type number
|
||||
x = nil,
|
||||
|
||||
---The y coordinate
|
||||
---@type number
|
||||
y = nil,
|
||||
|
||||
---The z coordinate
|
||||
---@type number
|
||||
z = nil,
|
||||
|
||||
---A constant `Vec3` with coordinates as `f32::NAN`.
|
||||
---@type Vec3
|
||||
NAN = nil,
|
||||
|
||||
---A constant `Vec3` with `x` as `-1.0`.
|
||||
---@type Vec3
|
||||
NEG_X = nil,
|
||||
|
||||
---A constant `Vec3` with `y` as `-1.0`.
|
||||
---@type Vec3
|
||||
NEG_Y = nil,
|
||||
|
||||
---A constant `Vec3` with `z` as `-1.0`.
|
||||
---@type Vec3
|
||||
NEG_Z = nil,
|
||||
|
||||
---A constant `Vec3` with all components as `-1.0`.
|
||||
---@type Vec3
|
||||
NEG_ONE = nil,
|
||||
|
||||
---A constant `Vec3` with `x` as `1.0`.
|
||||
---@type Vec3
|
||||
POS_X = nil,
|
||||
|
||||
---A constant `Vec3` with `y` as `1.0`.
|
||||
---@type Vec3
|
||||
POS_Y = nil,
|
||||
|
||||
---A constant `Vec3` with `z` as `1.0`.
|
||||
---@type Vec3
|
||||
POS_Z = nil,
|
||||
|
||||
---A constant `Vec3` with all components as `1.0`.
|
||||
---@type Vec3
|
||||
ONE = nil,
|
||||
|
||||
---A constant `Vec3` with all components as `0.0`.
|
||||
---@type Vec3
|
||||
ZERO = nil,
|
||||
}
|
||||
|
||||
function Vec3:__tostring() end
|
||||
|
||||
---Create a new `Vec3`
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z number
|
||||
---@return self
|
||||
function Vec3.new(x, y, z) end
|
||||
|
||||
---Returns a vector with a length no less than min and no more than max.
|
||||
---@param min number the minimum value to clamp the length to
|
||||
---@param max number the maximum value to clamp the length to
|
||||
---@return self
|
||||
function Vec3:clamp_length(min, max) end
|
||||
|
||||
---Returns true if the absolute difference of all elements between `self` and `rhs` is less
|
||||
---than or equal to `max_abs_diff`.
|
||||
---
|
||||
---This can be used to compare if two vectors contain similar elements. It works best when
|
||||
---comparing with a known value. The `max_abs_diff` that should be used used depends on the
|
||||
---values being compared against.
|
||||
---
|
||||
---For more see [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
|
||||
---
|
||||
---@param rhs Vec3 The other `Vec3` to compare to.
|
||||
---@param max_abs_diff number Maximum absolute difference between `self` and `rhs`.
|
||||
---@return boolean
|
||||
function Vec3:abs_diff_eq(rhs, max_abs_diff) end
|
||||
|
||||
---Returns a vector containing the smallest integer greater than or equal to a number for each
|
||||
---element of self.
|
||||
---@return self
|
||||
function Vec3:ceil() end
|
||||
|
||||
---Returns the angle (in radians) between two vectors in the range [-π, +π].
|
||||
---
|
||||
---The inputs do not need to be unit vectors however they must be non-zero.
|
||||
---
|
||||
---@param rhs Vec3 The other `Vec3` to get the angle to.
|
||||
---@return number
|
||||
function Vec3:angle_between(rhs) end
|
||||
|
||||
---Returns a vector containing the absolute value of each element of `self`.
|
||||
---
|
||||
---@return self
|
||||
function Vec3:abs() end
|
||||
|
||||
---Component-wise clamping of values.
|
||||
---
|
||||
---Each element in `min` must be less-or-equal to the corresponding element in `max`.
|
||||
---
|
||||
---@param min self The minimum `Vec3` components to clamp the components of `self` to.
|
||||
---@param max self The maximum `Vec3` components to clamp the components of `self` to.
|
||||
---@return self
|
||||
function Vec3:clamp(min, max) end
|
||||
|
||||
---Converts `self` to an array `[x, y, z]`
|
||||
---
|
||||
---@return number[]
|
||||
function Vec3:to_array() end
|
||||
|
||||
---Move `self` by `x`, `y`, and `z` values.
|
||||
---
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z number
|
||||
function Vec3:move_by(x, y, z) end
|
||||
|
||||
---Move `self` by a `Vec3`.
|
||||
---
|
||||
---@param rhs Vec3
|
||||
function Vec3:move_by(rhs) end
|
|
@ -0,0 +1,132 @@
|
|||
---@meta
|
||||
|
||||
---@class Vec4
|
||||
---This is a Lua export of [`glam::Vec4`](https://docs.rs/glam/latest/glam/f32/struct.Vec4.html)
|
||||
---
|
||||
---@operator add(self|number): self
|
||||
---@operator sub(self|number): self
|
||||
---@operator div(self|number): self
|
||||
---@operator mul(self|number): self
|
||||
---@operator mod(self|number): self
|
||||
---@operator unm: self
|
||||
---@diagnostic disable-next-line: unknown-operator
|
||||
---@operator eq: self
|
||||
Vec4 = {
|
||||
---The x coordinate
|
||||
---@type number
|
||||
x = nil,
|
||||
|
||||
---The y coordinate
|
||||
---@type number
|
||||
y = nil,
|
||||
|
||||
---The z coordinate
|
||||
---@type number
|
||||
z = nil,
|
||||
|
||||
---The w coordinate
|
||||
---@type number
|
||||
w = nil,
|
||||
|
||||
---A constant `Vec4` with coordinates as `f32::NAN`.
|
||||
---@type Vec4
|
||||
NAN = nil,
|
||||
|
||||
---A constant `Vec4` with `x` as `-1.0`.
|
||||
---@type Vec4
|
||||
NEG_X = nil,
|
||||
|
||||
---A constant `Vec4` with `y` as `-1.0`.
|
||||
---@type Vec4
|
||||
NEG_Y = nil,
|
||||
|
||||
---A constant `Vec4` with `z` as `-1.0`.
|
||||
---@type Vec4
|
||||
NEG_Z = nil,
|
||||
|
||||
---A constant `Vec4` with `w` as `-1.0`.
|
||||
---@type Vec4
|
||||
NEG_W = nil,
|
||||
|
||||
---A constant `Vec4` with all components as `-1.0`.
|
||||
---@type Vec4
|
||||
NEG_ONE = nil,
|
||||
|
||||
---A constant `Vec4` with `x` as `1.0`.
|
||||
---@type Vec4
|
||||
POS_X = nil,
|
||||
|
||||
---A constant `Vec4` with `y` as `1.0`.
|
||||
---@type Vec4
|
||||
POS_Y = nil,
|
||||
|
||||
---A constant `Vec4` with `z` as `1.0`.
|
||||
---@type Vec4
|
||||
POS_Z = nil,
|
||||
|
||||
---A constant `Vec4` with `w` as `1.0`.
|
||||
---@type Vec4
|
||||
POS_W = nil,
|
||||
|
||||
---A constant `Vec4` with all components as `1.0`.
|
||||
---@type Vec4
|
||||
ONE = nil,
|
||||
|
||||
---A constant `Vec4` with all components as `0.0`.
|
||||
---@type Vec4
|
||||
ZERO = nil,
|
||||
}
|
||||
|
||||
function Vec4:__tostring() end
|
||||
|
||||
---Create a new `Vec4`
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z number
|
||||
---@param w number
|
||||
---@return self
|
||||
function Vec4.new(x, y, z, w) end
|
||||
|
||||
---Returns a vector with a length no less than min and no more than max.
|
||||
---@param min number the minimum value to clamp the length to
|
||||
---@param max number the maximum value to clamp the length to
|
||||
---@return self
|
||||
function Vec4:clamp_length(min, max) end
|
||||
|
||||
---Returns true if the absolute difference of all elements between `self` and `rhs` is less
|
||||
---than or equal to `max_abs_diff`.
|
||||
---
|
||||
---This can be used to compare if two vectors contain similar elements. It works best when
|
||||
---comparing with a known value. The `max_abs_diff` that should be used used depends on the
|
||||
---values being compared against.
|
||||
---
|
||||
---For more see [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
|
||||
---
|
||||
---@param rhs Vec4 The other `Vec4` to compare to.
|
||||
---@param max_abs_diff number Maximum absolute difference between `self` and `rhs`.
|
||||
---@return boolean
|
||||
function Vec4:abs_diff_eq(rhs, max_abs_diff) end
|
||||
|
||||
---Returns a vector containing the smallest integer greater than or equal to a number for each
|
||||
---element of self.
|
||||
---@return self
|
||||
function Vec4:ceil() end
|
||||
|
||||
---Returns a vector containing the absolute value of each element of `self`.
|
||||
---
|
||||
---@return self
|
||||
function Vec4:abs() end
|
||||
|
||||
---Component-wise clamping of values.
|
||||
---
|
||||
---Each element in `min` must be less-or-equal to the corresponding element in `max`.
|
||||
---
|
||||
---@param min self The minimum `Vec4` components to clamp the components of `self` to.
|
||||
---@param max self The maximum `Vec4` components to clamp the components of `self` to.
|
||||
---@return self
|
||||
function Vec4:clamp(min, max) end
|
||||
|
||||
---Converts `self` to an array `[x, y, z]`
|
||||
---
|
||||
---@return number[]
|
||||
function Vec4:to_array() end
|
|
@ -1,4 +1,6 @@
|
|||
use crate::lyra_engine;
|
||||
use std::sync::Arc;
|
||||
|
||||
use crate::{lua::Error, lyra_engine};
|
||||
use lyra_game::math;
|
||||
use lyra_scripting_derive::{lua_vec_wrap_extension, wrap_lua_struct};
|
||||
use mlua::FromLuaMulti;
|
||||
|
@ -29,7 +31,14 @@ wrap_lua_struct!(
|
|||
} else if let Ok(v) = Self::from_lua_multi(vals_clone, lua) {
|
||||
this.0 += v.0;
|
||||
} else {
|
||||
todo!("handle invalid argument error");
|
||||
return Err(mlua::Error::BadArgument {
|
||||
to: Some("Vec2:move_by".into()),
|
||||
pos: 2,
|
||||
name: None,
|
||||
cause: Arc::new(mlua::Error::runtime(
|
||||
"expected (number, number, number) or (Vec2), received neither"
|
||||
)),
|
||||
});
|
||||
}
|
||||
|
||||
Ok(())
|
||||
|
@ -62,7 +71,14 @@ wrap_lua_struct!(
|
|||
} else if let Ok(v) = Self::from_lua_multi(vals_clone, lua) {
|
||||
this.0 += v.0;
|
||||
} else {
|
||||
todo!("handle invalid argument error");
|
||||
return Err(mlua::Error::BadArgument {
|
||||
to: Some("Vec3:move_by".into()),
|
||||
pos: 2,
|
||||
name: None,
|
||||
cause: Arc::new(mlua::Error::runtime(
|
||||
"expected (number, number, number) or (Vec3), received neither"
|
||||
)),
|
||||
});
|
||||
}
|
||||
|
||||
Ok(())
|
||||
|
@ -122,10 +138,27 @@ wrap_lua_struct!(
|
|||
Ok(Self(q))
|
||||
});
|
||||
|
||||
methods.add_function("from_vec4", |_, v: LuaVec4| {
|
||||
Ok(Self(math::Quat::from_vec4(*v)))
|
||||
});
|
||||
|
||||
methods.add_function("from_axis_angle", |_, (axis, angle): (LuaVec3, f32)| {
|
||||
let q = math::Quat::from_axis_angle(*axis, angle);
|
||||
Ok(Self(q))
|
||||
});
|
||||
|
||||
methods.add_method("dot", |_, this, (rhs,): (Self,)| {
|
||||
Ok(this.dot(rhs.0))
|
||||
});
|
||||
|
||||
methods.add_method("conjugate", |_, this, ()| {
|
||||
Ok(Self(this.conjugate()))
|
||||
});
|
||||
|
||||
methods.add_method("inverse", |_, this, ()| {
|
||||
Ok(Self(this.inverse()))
|
||||
});
|
||||
|
||||
methods.add_method("length", |_, this, ()| {
|
||||
Ok(this.length())
|
||||
});
|
||||
|
@ -134,20 +167,50 @@ wrap_lua_struct!(
|
|||
Ok(this.length_squared())
|
||||
});
|
||||
|
||||
methods.add_method_mut("normalize", |_, this, ()| {
|
||||
this.0 = this.normalize();
|
||||
Ok(())
|
||||
methods.add_method("length_recip", |_, this, ()| {
|
||||
Ok(this.length_recip())
|
||||
});
|
||||
|
||||
methods.add_method_mut("mult_quat", |_, this, (rhs,): (Self,)| {
|
||||
this.0 *= rhs.0;
|
||||
Ok(())
|
||||
methods.add_method("normalize", |_, this, ()| {
|
||||
Ok(Self(this.normalize()))
|
||||
});
|
||||
|
||||
methods.add_method("mult_quat", |_, this, (rhs,): (Self,)| {
|
||||
Ok(Self(this.0 * rhs.0))
|
||||
});
|
||||
|
||||
methods.add_method("mult_vec3", |_, this, (rhs,): (LuaVec3,)| {
|
||||
Ok(LuaVec3(this.0 * rhs.0))
|
||||
});
|
||||
|
||||
methods.add_method("is_finite", |_, this, ()| {
|
||||
Ok(this.is_finite())
|
||||
});
|
||||
|
||||
methods.add_method("is_nan", |_, this, ()| {
|
||||
Ok(this.is_nan())
|
||||
});
|
||||
|
||||
methods.add_method("is_normalized", |_, this, ()| {
|
||||
Ok(this.is_normalized())
|
||||
});
|
||||
|
||||
methods.add_method("is_near_identity", |_, this, ()| {
|
||||
Ok(this.is_near_identity())
|
||||
});
|
||||
|
||||
methods.add_method("angle_between", |_, this, rhs: LuaQuat| {
|
||||
Ok(this.angle_between(*rhs))
|
||||
});
|
||||
|
||||
methods.add_method("rotate_towards", |_, this, (rhs, max_angle): (LuaQuat, f32)| {
|
||||
Ok(Self(this.rotate_towards(*rhs, max_angle)))
|
||||
});
|
||||
|
||||
methods.add_method("abs_diff_eq", |_, this, (rhs, max_abs_diff): (LuaQuat, f32)| {
|
||||
Ok(this.abs_diff_eq(*rhs, max_abs_diff))
|
||||
});
|
||||
|
||||
// manually implemented here since multiplying may not return `Self`.
|
||||
methods.add_meta_method(mlua::MetaMethod::Mul, |lua, this, (val,): (mlua::Value,)| {
|
||||
use mlua::IntoLua;
|
||||
|
@ -169,7 +232,15 @@ wrap_lua_struct!(
|
|||
.into_lua(lua)
|
||||
},
|
||||
_ => {
|
||||
todo!()
|
||||
let t = val.type_name();
|
||||
Err(mlua::Error::BadArgument {
|
||||
to: Some("Quat:__mul".into()),
|
||||
pos: 2,
|
||||
name: None,
|
||||
cause: Arc::new(mlua::Error::external(
|
||||
Error::type_mismatch("Vec3, Quat, or Number", t)
|
||||
)),
|
||||
})
|
||||
}
|
||||
}
|
||||
});
|
||||
|
@ -177,6 +248,10 @@ wrap_lua_struct!(
|
|||
methods.add_method("lerp", |_, this, (rhs, alpha): (Self, f32)| {
|
||||
Ok(Self(this.lerp(*rhs, alpha)))
|
||||
});
|
||||
|
||||
methods.add_method("slerp", |_, this, (rhs, alpha): (Self, f32)| {
|
||||
Ok(Self(this.slerp(*rhs, alpha)))
|
||||
});
|
||||
}
|
||||
);
|
||||
|
||||
|
@ -193,12 +268,22 @@ wrap_lua_struct!(
|
|||
Ok(Self(math::Transform::new(*pos, *rot, *scale)))
|
||||
});
|
||||
|
||||
methods.add_function("from_translation", |_, (pos,): (LuaVec3,)| {
|
||||
Ok(Self(math::Transform::from_translation(*pos)))
|
||||
});
|
||||
|
||||
methods.add_function("from_xyz", |_, (x, y, z)| {
|
||||
methods.add_function("from_translation", |lua, vals: mlua::MultiValue| {
|
||||
let vals_clone = vals.clone();
|
||||
if let Ok((x, y, z)) = <(f32, f32, f32) as FromLuaMulti>::from_lua_multi(vals, lua) {
|
||||
Ok(Self(math::Transform::from_xyz(x, y, z)))
|
||||
} else if let Ok(v) = LuaVec3::from_lua_multi(vals_clone, lua) {
|
||||
Ok(Self(math::Transform::from_translation(*v)))
|
||||
} else {
|
||||
Err(mlua::Error::BadArgument {
|
||||
to: Some("Transform:from_translation".into()),
|
||||
pos: 2,
|
||||
name: None,
|
||||
cause: Arc::new(mlua::Error::runtime(
|
||||
"expected (number, number, number) or (Vec3), received neither"
|
||||
)),
|
||||
})
|
||||
}
|
||||
});
|
||||
|
||||
methods.add_method("clone", |_, this, ()| {
|
||||
|
|
Loading…
Reference in New Issue