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- local THIS_VERSION = "1.0"
- --- 3D vector class/operations.
- --
- -- Note that methods can be called in either an object-oriented way:
- -- v1 = Vec3(1, 2, 3)
- -- v2 = v1:add({ x = 2, y = 2, z = 0 })
- -- or as simple functions:
- -- Vec3.add({ x = 1, y = 2, z = 3 }, { x = 2, y = 2, z = 0 })
- --
- -- All methods that can be called on a Vec3 using ":" may be called on a table
- -- using the second functional syntax, but the first parameter MUST have the
- -- expected components "x", "y", and "z". If a vector is used as the second
- -- paramter, it may instead be a list/array with numeric indices, like
- -- { 1.0, 2.0, 3.0 } in place of { x = 1.0, y = 2.0, z = 3.0 }.
- --
- -- @author prestidigitator (as registered at forum.minetest.net)
- -- @copyright 2013, licensed under WTFPL
- --
- local Vec3 = {}
- local Vec3_meta = {}
- local Vec3_inst_meta = {}
- Vec3.VERSION = THIS_VERSION
- setmetatable(Vec3, Vec3_meta)
- Vec3_inst_meta.__index = Vec3
- --- Constructs a Vec3 from three numbers.
- --
- -- Call with one of:
- -- Vec3.new(x, y, z)
- -- Vec3(x, y, z)
- --
- -- @return a new Vec3 object
- local function Vec3_new(x, y, z)
- local obj = { x = x or 0.0, y = y or 0.0, z = z or 0.0 }
- setmetatable(obj, Vec3_inst_meta)
- return obj
- end
- Vec3.new = Vec3_new
- --- Constructs a new copy of a Vec3.
- --
- -- Call with one of:
- -- vec:new_copy()
- -- Vec3.new_copy(vec)
- -- Vec3(vec)
- --
- -- @return a new Vec3 object that is a copy of the parameter
- local function Vec3_new_copy(v)
- local obj = { x = v.x or v[1] or 0.0,
- y = v.y or v[2] or 0.0,
- z = v.z or v[3] or 0.0 }
- setmetatable(obj, Vec3_inst_meta)
- return obj
- end
- Vec3.new_copy = Vec3_new_copy
- Vec3_meta.__call = function(class, a, b, c)
- if type(a) == "table" then
- return Vec3.new_copy(a)
- else
- return Vec3.new(a, b, c)
- end
- end
- --- Computes the square of the length of a Vec3.
- --
- -- Call with one of:
- -- vec:len_sq()
- -- Vec3.len_sq(vec)
- --
- -- @return a number
- local function Vec3_len_sq(v)
- return v.x^2 + v.y^2 + v.z^2
- end
- Vec3.len_sq = Vec3_len_sq
- --- Computes the length of a Vec3.
- --
- -- Call with one of:
- -- vec:len()
- -- Vec3.len(vec)
- --
- -- @return a number
- local function Vec3_len(v)
- return math.sqrt(v.x^2 + v.y^2 + v.z^2)
- end
- Vec3.len = Vec3_len
- --- Computes a unit vector pointing in the same direction as a Vec3.
- -- Undefined for a zero-vector and may throw an error.
- --
- -- Call with one of:
- -- vec:unit()
- -- Vec3.unit(vec)
- --
- -- @return a new Vec3 with length 1.0
- local function Vec3_unit(v)
- local len = math.sqrt(v.x^2 + v.y^2 + v.z^2)
- return Vec3.new(v.x/len, v.y/len, v.z/len)
- end
- Vec3.unit = Vec3_unit
- --- Multiplies a Vec3 by a number.
- --
- -- Call with one of:
- -- vec:mul(m)
- -- Vec3.mul(vec, m)
- -- vec*m
- -- m*vec
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_mul(v, m)
- local mn = tonumber(m)
- if not mn then error("Can't multiply vector by non-scalar") end
- return Vec3.new(v.x*mn, v.y*mn, v.z*mn)
- end
- Vec3.mul = Vec3_mul
- Vec3_inst_meta.__mul = function(a, b)
- if type(a) == "table" then
- return Vec3_mul(a, b)
- else
- return Vec3_mul(b, a)
- end
- end
- --- Divides a Vec3 by a number.
- --
- -- Call with one of:
- -- vec:div(m)
- -- Vec3.div(vec, m)
- -- vec/m
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_div(v, m)
- return Vec3.new(v.x/m, v.y/m, v.z/m)
- end
- Vec3.div = Vec3_div
- Vec3_inst_meta.__div = Vec3_div
- --- Negates a Vec3 (signs of all components are inverted).
- --
- -- Call with one of:
- -- vec:unm()
- -- Vec3.unm(vec)
- -- -vec
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_unm(v)
- return Vec3.new(-v.x, -v.y, -v.z)
- end
- Vec3.unm = Vec3_unm
- Vec3_inst_meta.__unm = Vec3_unm
- --- Adds two Vec3s or a Vec3 composed of three given components.
- --
- -- Call with one of:
- -- vec1:add(vec2)
- -- vec1:add(x, y, z)
- -- Vec3.add(vec1, vec2)
- -- Vec3.add(vec1, x, y, z)
- -- vec1 + vec2
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_add(v, a, b, c)
- if type(a) == "table" then
- return Vec3.new(v.x + (a.x or a[1] or 0.0),
- v.y + (a.y or a[2] or 0.0),
- v.z + (a.z or a[3] or 0.0))
- else
- return Vec3.new(v.x + a, v.y + b, v.z + c)
- end
- end
- Vec3.add = Vec3_add
- --- Subtracts two Vec3s or a Vec3 composed of three given components.
- --
- -- Call with one of:
- -- vec1:sub(vec2)
- -- vec1:sub(x, y, z)
- -- Vec3.sub(vec1, vec2)
- -- Vec3.sub(vec1, x, y, z)
- -- vec1 - vec2
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_sub(v, a, b, c)
- if type(a) == "table" then
- return Vec3.new(v.x - (a.x or a[1] or 0.0),
- v.y - (a.y or a[2] or 0.0),
- v.z - (a.z or a[3] or 0.0))
- else
- return Vec3.new(v.x - a, v.y - b, v.z - c)
- end
- end
- Vec3.sub = Vec3_sub
- --- Tests two Vec3s or a Vec3 composed of three given components for
- -- exact component-wise equality.
- --
- -- Call with one of:
- -- vec1:eq(vec2)
- -- vec1:eq(x, y, z)
- -- Vec3.eq(vec1, vec2)
- -- Vec3.eq(vec1, x, y, z)
- -- vec1 == vec2
- -- vec1 ~= vec2
- -- Note that because of built-in Lua logic "==" and "~=" work ONLY if
- -- vec1 and vec2 are actually Vec3s (not tables).
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_eq(v, a, b, c)
- if type(a) == "table" then
- return v.x == (a.x or a[1] or 0.0) and
- v.y == (a.y or a[2] or 0.0) and
- v.z == (a.z or a[3] or 0.0)
- else
- return v.x == a and v.y == b and v.z == c
- end
- end
- Vec3.eq = Vec3_eq
- --- Takes the dot product of a Vec3 and a Vec3s or a Vec3 composed of
- -- three given components.
- --
- -- Call with one of:
- -- vec1:dot(vec2)
- -- vec1:dot(x, y, z)
- -- Vec3.dot(vec1, vec2)
- -- Vec3.dot(vec1, x, y, z)
- --
- -- @return a number
- local function Vec3_dot(v, a, b, c)
- if type(a) == "table" then
- return v.x * (a.x or a[1] or 0.0) +
- v.y * (a.y or a[2] or 0.0) +
- v.z * (a.z or a[3] or 0.0)
- else
- return v.x * a + v.y * b + v.z * c
- end
- end
- Vec3.dot = Vec3_dot
- --- Takes the cross product of a Vec3 and a Vec3s or a Vec3 composed of
- -- three given components.
- --
- -- Call with one of:
- -- vec1:cross(vec2)
- -- vec1:cross(x, y, z)
- -- Vec3.cross(vec1, vec2)
- -- Vec3.cross(vec1, x, y, z)
- --
- -- @return a new Vec3 with the result of the operation
- local function Vec3_cross(v, a, b, c)
- local ux, uy, uz
- if type(a) == "table" then
- ux = a.x or a[1] or 0.0
- uy = a.y or a[2] or 0.0
- uz = a.z or a[3] or 0.0
- else
- ux = a or 0.0
- uy = b or 0.0
- uz = c or 0.0
- end
- return Vec3.new(v.y*uz - v.z*uy, v.z*ux - v.x*uz, v.x*uy - v.y*ux)
- end
- Vec3.cross = Vec3_cross
- --- Rotates this (the first) vector around the second vector by the
- -- given angle.
- --
- -- Call with one of:
- -- vec:rot_around(axis, angle)
- -- Vec3.rot_around(vec, axis, angle)
- --
- -- @param axis
- -- The axis about which to rotate.
- -- @param angle
- -- The angle by which to rotate this vector, in radians.
- -- @return
- -- a new Vec3 with the result of the operation.
- local function Vec3_rot_around(v, axis, angle)
- local uaxis = Vec3.new_copy(axis):unit()
- local alen = uaxis:dotvec(v)
- local avec = uaxis:mul(alen)
- local pvec = Vec3.subvec(v, avec)
- local rvec = uaxis:crossvec(v)
- local v1 = pvec:mul(math.cos(angle))
- local v2 = rvec:mul(math.sin(angle))
- return avec:addvec(v1):addvec(v2)
- end
- Vec3.rot_around = Vec3_rot_around
- --- Adds two Vec3s. Optimized for pure Vec3/table operations by removing
- -- type checking and conditionals. If called with Vec3-likes table(s),
- -- ensure all expected components "x", "y", and "z" exist.
- --
- -- Call with one of:
- -- vec1:addvec(vec2)
- -- Vec3.addvec(vec1, vec2)
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_addvec(v1, v2)
- return Vec3.new(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z)
- end
- Vec3.addvec = Vec3_addvec
- Vec3_inst_meta.__add = Vec3_addvec
- --- Subtracts two Vec3s. Optimized for pure Vec3/table operations by
- -- removing type checking and conditionals. If called with Vec3-likes
- -- table(s), ensure all expected components "x", "y", and "z" exist.
- --
- -- Call with one of:
- -- vec1:subvec(vec2)
- -- Vec3.subvec(vec1, vec2)
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_subvec(v1, v2)
- return Vec3.new(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z)
- end
- Vec3.subvec = Vec3_subvec
- Vec3_inst_meta.__sub = Vec3_subvec
- --- Tests two Vec3s for exact component-wise equality. Optimized for pure
- -- Vec3/table operations by removing type checking and conditionals.
- -- If called with Vec3-likes table(s), ensure all expected components
- -- "x", "y", and "z" exist.
- --
- -- Call with one of:
- -- vec1:eqvec(vec2)
- -- Vec3.eqvec(vec1, vec2)
- --
- -- @return a new Vec3 object with the result of the operation
- local function Vec3_eqvec(v1, v2)
- return v1.x == v2.x and v1.y == v2.y and v1.z == v2.z
- end
- Vec3.eqvec = Vec3_eqvec
- Vec3_inst_meta.__eq = Vec3_eqvec
- --- Takes the dot product of two Vec3s. Optimized for pure Vec3/table
- -- operations by removing type checking and conditionals. If called
- -- with Vec3-likes table(s), ensure all expected components "x", "y",
- -- and "z" exist.
- --
- -- Call with one of:
- -- vec1:dotvec(vec2)
- -- Vec3.dotvec(vec1, vec2)
- --
- -- @return a number
- local function Vec3_dotvec(v1, v2)
- return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
- end
- Vec3.dotvec = Vec3_dotvec
- --- Takes the cross product of two Vec3s. Optimized for pure Vec3/table
- -- operations by removing type checking and conditionals. If called
- -- with Vec3-likes table(s), ensure all expected components "x", "y",
- -- and "z" exist.
- --
- -- Call with one of:
- -- vec1:crossvec(vec2)
- -- Vec3.crossvec(vec1, vec2)
- --
- -- @return a new Vec3 with the result of the operation
- local function Vec3_crossvec(v1, v2)
- return Vec3.new(v1.y*v2.z - v1.z*v2.y,
- v1.z*v2.x - v1.x*v2.z,
- v1.x*v2.y - v1.y*v2.x)
- end
- Vec3.crossvec = Vec3_crossvec
- --- Converts Vec3 to a string with format "(x,y,z)".
- --
- -- Call with one of:
- -- vec:tostring()
- -- Vec3.tostring(vec)
- -- tostring(vec)
- --
- -- @return a string
- local function Vec3_tostring(v)
- return "("..
- (v.x or v[1] or "0")
- ..","..
- (v.y or v[2] or "0")
- ..","..
- (v.z or v[3] or "0")
- ..")"
- end
- Vec3.tostring = Vec3_tostring
- Vec3_inst_meta.__tostring = Vec3_tostring
- return Vec3
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