local module = { _version = "vector.lua v2019.14.12", _description = "a simple vector library for Lua based on the PVector class from processing", _url = "https://github.com/themousery/vector.lua", _license = [[ Copyright (c) 2018 themousery Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] } -- create the module local vector = {} vector.__index = vector -- get a random function from Love2d or base lua, in that order. local rand = math.random if love and love.math then rand = love.math.random end -- makes a new vector local function new(x,y) return setmetatable({x=x or 0, y=y or 0}, vector) end -- makes a new vector from an angle local function fromAngle(theta) return new(math.cos(theta), -math.sin(theta)) end -- makes a vector with a random direction local function random() return fromAngle(rand() * math.pi*2) end -- check if an object is a vector local function isvector(t) return getmetatable(t) == vector end -- set the values of the vector to something new function vector:set(x,y) if isvector(x) then self.x, self.y = x.x, x.y;return end self.x, self.y = x or self.x, y or self.y return self end -- replace the values of a vector with the values of another vector function vector:replace(v) assert(isvector(v), "replace: wrong argument type: (expected , got "..type(v)..")") self.x, self.y = v.x, v.y return self end -- returns a copy of a vector function vector:clone() return new(self.x, self.y) end -- get the magnitude of a vector function vector:getmag() return math.sqrt(self.x^2 + self.y^2) end -- get the magnitude squared of a vector function vector:magSq() return self.x^2 + self.y^2 end -- set the magnitude of a vector function vector:setmag(mag) assert(self:getmag() ~= 0, "Cannot set magnitude when direction is ambiguous") self:norm() local v = self * mag self:replace(v) return self end -- meta function to make vectors negative -- ex: (negative) -vector(5,6) is the same as vector(-5,-6) function vector.__unm(v) return new(-v.x, -v.y) end -- meta function to add vectors together -- ex: (vector(5,6) + vector(6,5)) is the same as vector(11,11) function vector.__add(a,b) assert(isvector(a) and isvector(b), "add: wrong argument types: (expected and )") return new(a.x+b.x, a.y+b.y) end -- meta function to subtract vectors function vector.__sub(a,b) assert(isvector(a) and isvector(b), "sub: wrong argument types: (expected and )") return new(a.x-b.x, a.y-b.y) end -- meta function to multiply vectors function vector.__mul(a,b) if type(a) == 'number' then return new(a * b.x, a * b.y) elseif type(b) == 'number' then return new(a.x * b, a.y * b) else assert(isvector(a) and isvector(b), "mul: wrong argument types: (expected or )") return new(a.x*b.x, a.y*b.y) end end -- meta function to divide vectors function vector.__div(a,b) assert(isvector(a) and type(b) == "number", "div: wrong argument types (expected and )") return new(a.x/b, a.y/b) end -- meta function to check if vectors have the same values function vector.__eq(a,b) assert(isvector(a) and isvector(b), "eq: wrong argument types (expected and )") return a.x==b.x and a.y==b.y end -- meta function to change how vectors appear as string -- ex: print(vector(2,8)) - this prints '(2,8)' function vector:__tostring() return "("..self.x..", "..self.y..")" end -- get the distance between two vectors function vector.dist(a,b) assert(isvector(a) and isvector(b), "dist: wrong argument types (expected and )") return math.sqrt((a.x-b.x)^2 + (a.y-b.y)^2) end -- return the dot product of the vector function vector:dot(v) assert(isvector(v), "dot: wrong argument type (expected )") return self.x * v.x + self.y * v.y end -- normalize the vector (give it a magnitude of 1) function vector:norm() local m = self:getmag() if m~=0 then self:replace(self / m) end return self end -- limit the vector to a certain amount function vector:limit(max) assert(type(max) == 'number', "limit: wrong argument type (expected )") local mSq = self:magSq() if mSq > max^2 then self:setmag(max) end return self end -- Clamp each axis between max and min's corresponding axis function vector:clamp(min, max) assert(isvector(min) and isvector(max), "clamp: wrong argument type (expected ) and ") local x = math.min( math.max( self.x, min.x ), max.x ) local y = math.min( math.max( self.y, min.y ), max.y ) self:set(x,y) return self end -- get the heading (direction) of a vector function vector:heading() return -math.atan2(self.y, self.x) end -- rotate a vector clockwise by a certain number of radians function vector:rotate(theta) local s = math.sin(theta) local c = math.cos(theta) local v = new( (c * self.x) + (s * self.y), -(s * self.x) + (c * self.y)) self:replace(v) return self end -- return x and y of vector as a regular array function vector:array() return {self.x, self.y} end -- return x and y of vector, unpacked from table function vector:unpack() return self.x, self.y end -- pack up and return module module.new = new module.random = random module.fromAngle = fromAngle module.isvector = isvector return setmetatable(module, {__call = function(_,...) return new(...) end})