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Copy pathTableVectorLibrary.lua
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Copy pathTableVectorLibrary.lua
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496 lines (416 loc) · 11.6 KB
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Rad = math.rad;
Deg = math.deg;
Max = math.max;
Min = math.min;
Cos = math.cos;
Sin = math.sin;
Sqrt = math.sqrt;
Ceil = math.ceil;
Atan2 = math.atan2;
Floor = math.floor;
Ceil = math.ceil;
Abs = math.abs;
Pi = math.pi;
-- Because we need ShortestDistance baybee
wrapX = SceneMan.SceneWrapsX;
wrapY = SceneMan.SceneWrapsY;
sceneWidth = SceneMan.SceneWidth;
sceneHeight = SceneMan.SceneHeight;
-- TO USE: This library essentially treats tables as vectors, e.g. table.X and table.Y,
-- letting you skip the astonishingly high cost of going back and forth between C++ and Lua.
-- First, you need to create TVectors using either VecNew() for a new one or VecToTable()
-- to create a copy of a vector as a TVector. You can then use basic arithmetic functions
-- on them like you would normally, as well as the many functions here that behave identically
-- to the mirrored functions from vectors.
-- Note, manually adding vector.X and table.X etc is faster than vector + VecTableToVector(table)!
-- If errors are being thrown in the console and you have trouble locating them, simply go to the
-- function in question and uncomment the VecErrorCheck() functions; they will then point more
-- precisely to where things are going wrong.
-- The conversion functions are unfortunately expensive, so this whole thing is best suited for long scripts;
-- small scripts may have any performance gain completely nulled by the conversion overhead.
-- ~ ComradeShook
--------------
-- ARITHMETIC FUNCTIONS - These change the (first) table! Order of operations is as input.
function VecAdd(a, b)
--VecErrorCheck(a);
--VecErrorCheck(b);
local vec = VecNew(a.X + b.X, a.Y + b.Y);
return vec;
end
function VecSubtract(a, b)
--VecErrorCheck(a);
--VecErrorCheck(b);
local vec = VecNew(a.X - b.X, a.Y - b.Y);
return vec
end
function VecMultiply(a, b)
--VecErrorCheck(a);
local vec = VecNew(a.X * b, a.Y * b);
return vec
end
function VecDivide(a, b)
--VecErrorCheck(a);
local vec = VecNew(a.X / b, a.Y / b);
return vec
end
-- METATABLE BAYBEE
mt = {};
mt.__add = VecAdd;
mt.__sub = VecSubtract;
mt.__mul = VecMultiply;
mt.__div = VecDivide;
-- CREATION - you're gonna need to use this if you want regular arithmetic expressions :V
function VecNew(X, Y)
local TVector = {};
TVector.X = X;
TVector.Y = Y;
setmetatable(TVector, mt);
--VecErrorCheck(TVector);
return TVector;
end
-- DESTRUCTION - i'm just following the source structure honestly
function VecReset(TVector)
--VecErrorCheck(TVector);
TVector.X = 0;
TVector.Y = 0;
return TVector;
end
-- IMPORTANT MANAGEMENT FUNCTIONS - these aren't really things in source but are nice to have
function VecToTable(vector)
local returnTable = VecNew(vector.X, vector.Y)
return returnTable;
end
function VecTableToVector(TVector)
--VecErrorCheck(TVector);
return Vector(TVector.X, TVector.Y);
end
function VecCopy(TVector)
--VecErrorCheck(TVector);
local returnTable = VecNew(TVector.X, TVector.Y);
return returnTable;
end
function VecErrorCheck(TVector)
if type(TVector) ~= "table" then
error("Expected a Table Vector; Create it with VecNew()", 3);
end
if type(TVector.X) ~= "number" then
error("TVector.X is not a number", 3);
end
if type(TVector.Y) ~= "number" then
error("TVector.Y is not a number", 3);
end
end
function VecPrint(TVector)
print("TVector(" .. TVector.X .. ", " .. TVector.X .. ")");
end
-- apparently std::signbit() returns true if num is negative
function Sign(num)
return num < 0;
end
function GetSign(num)
if num < 0 then
return -1;
else
return 1;
end
end
function Round(num)
return num >= 0 and Floor(num + 0.5) or Ceil(num - 0.5); -- stole this from StackExchange, thanks ggVGc lol
end
function VecShortestDistance(TVector1, TVector2, toWrap)
--VecErrorCheck(TVector1);
--VecErrorCheck(TVector2);
local returnVector = VecCopy(TVector2);
returnVector = returnVector - TVector1;
if toWrap and (wrapX or wrapY) then
if wrapX then
local xDiff = returnVector.X;
if Abs(xDiff) > sceneWidth/2 then
returnVector.X = xDiff - GetSign(xDiff) * sceneWidth;
end
end
if wrapY then
local yDiff = returnVector.Y;
if Abs(yDiff) > sceneHeight/2 then
returnVector.Y = yDiff - GetSign(yDiff) * sceneHeight;
end
end
end
return returnVector;
end
-- GETTERS AND SETTERS
function GetX(TVector)
--VecErrorCheck(TVector);
return TVector.X;
end
function SetX(TVector, newX)
--VecErrorCheck(TVector);
TVector.X = newX;
return TVector;
end
function GetY(TVector)
--VecErrorCheck(TVector);
return TVector.Y;
end
function SetX(TVector, newY)
--VecErrorCheck(TVector);
TVector.Y = newY;
return TVector;
end
function VecSetXY(TVector, newX, newY)
--VecErrorCheck(TVector);
TVector.X = newX;
TVector.Y = newY;
return TVector;
end
function VecGetLargest(TVector)
--VecErrorCheck(TVector);
return Max(Abs(TVector.X), Abs(TVector.Y))
end
function VecGetSmallest(TVector)
--VecErrorCheck(TVector);
return Min(Abs(TVector.X), Abs(TVector.Y))
end
function VecGetXFlipped(TVector, xFlip)
--VecErrorCheck(TVector);
if xFlip then
local returnVector = VecNew(-TVector.X, TVector.Y);
return returnVector;
else
return TVector
end
end
function VecFlipX(TVector, xFlip)
--VecErrorCheck(TVector);
local vec = VecGetXFlipped(TVector, xFlip);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
function VecGetYFlipped(TVector, yFlip)
--VecErrorCheck(TVector);
if yFlip then
local returnVector = VecNew(TVector.X, -TVector.Y)
return returnVector;
else
return TVector
end
end
function VecFlipY(TVector, yFlip)
--VecErrorCheck(TVector);
local vec = VecGetXFlipped(TVector, yFlip);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
function VecXIsZero(TVector)
--VecErrorCheck(TVector);
return TVector.X == 0;
end
function VecYIsZero(TVector)
--VecErrorCheck(TVector);
return TVector.Y == 0;
end
function VecIsZero(TVector)
--VecErrorCheck(TVector);
return TVector.X == 0 and TVector.Y == 0;
end
function VecIsOpposedTo(TVector1, TVector2)
--VecErrorCheck(TVector1);
--VecErrorCheck(TVector2);
return ((TVector1.X == 0 and TVector2.X == 0) or (Sign(TVector1.X) ~= Sign(TVector2.X))) and ((TVector1.Y == 0 and TVector2.Y == 0) or (Sign(TVector1.Y) ~= Sign(TVector2.Y)));
end
-- MAGNITUDE
function VecGetSqrMagnitude(TVector)
--VecErrorCheck(TVector);
return TVector.X * TVector.X + TVector.Y * TVector.Y;
end
function VecGetMagnitude(TVector)
--VecErrorCheck(TVector);
return Sqrt(TVector.X * TVector.X + TVector.Y * TVector.Y);
end
function VecMagnitudeIsLessThan(TVector, magnitude)
--VecErrorCheck(TVector);
return VecGetSqrMagnitude(TVector) < magnitude * magnitude;
end
function VecMagnitudeIsGreaterThan(TVector, magnitude)
--VecErrorCheck(TVector);
return VecGetSqrMagnitude(TVector) > magnitude * magnitude;
end
function VecSetMagnitude(TVector, magnitude)
--VecErrorCheck(TVector);
if (TVector.X ~= 0 or TVector.Y ~= 0) then
local multiplier = magnitude/VecGetMagnitude(TVector);
TVector.X = TVector.X * multiplier;
TVector.Y = TVector.Y * multiplier;
return TVector;
else
TVector.X = magnitude;
return TVector;
end
end
function VecCapMagnitude(TVector, cap)
--VecErrorCheck(TVector);
if VecGetMagnitude(TVector) > cap then
VecSetMagnitude(TVector, cap);
end
return TVector;
end
function VecClampMagnitude(TVector, lowerMagnitudeLimit, upperMagnitudeLimit)
--VecErrorCheck(TVector);
local lowest = Min(lowerMagnitudeLimit, upperMagnitudeLimit);
local highest = Max(lowerMagnitudeLimit, upperMagnitudeLimit);
if lowerMagnitudeLimit == 0 and upperMagnitudeLimit == 0 then
VecReset(TVector);
elseif VecMagnitudeIsLessThan(TVector, lowest) then
VecSetMagnitude(TVector, lowest);
elseif VecMagnitudeIsGreaterThan(TVector, highest) then
VecSetMagnitude(TVector, highest);
end
return TVector;
end
function VecGetNormalized(TVector)
--VecErrorCheck(TVector);
local returnVector = VecCopy(TVector);
return returnVector / VecGetMagnitude(TVector);
end
function VecNormalize(TVector)
--VecErrorCheck(TVector);
local vec = VecGetNormalized(TVector);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
-- ROTATION
function VecGetAbsRadAngle(TVector)
--VecErrorCheck(TVector);
local radAngle = -Atan2(TVector.Y, TVector.X);
if radAngle < -Pi/2 then
return radAngle + Pi*2;
else
return radAngle;
end
end
function VecSetAbsRadAngle(TVector, angle)
--VecErrorCheck(TVector);
return VecRadRotate(TVector, angle - VecGetAbsRadAngle(TVector));
end
function VecGetAbsDegAngle(TVector)
--VecErrorCheck(TVector);
return Deg(VecGetAbsRadAngle(TVector))
end
function VecSetAbsDegAngle(TVector, angle)
--VecErrorCheck(TVector);
return VecDegRotate(TVector, angle - VecGetAbsDegAngle(TVector));
end
function VecGetRadRotatedCopy(TVector, angle)
--VecErrorCheck(TVector);
local returnVector = VecNew(TVector.X, TVector.Y);
local adjustedAngle = -angle;
returnVector.X = TVector.X * Cos(adjustedAngle) - TVector.Y * Sin(adjustedAngle);
returnVector.Y = TVector.X * Sin(adjustedAngle) + TVector.Y * Cos(adjustedAngle);
return returnVector;
end
function VecRadRotate(TVector, angle)
--VecErrorCheck(TVector);
local vec = VecGetRadRotatedCopy(TVector, angle);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
function VecGetDegRotatedCopy(TVector, angle)
--VecErrorCheck(TVector);
return VecGetRadRotatedCopy(TVector, Rad(angle));
end
function VecDegRotate(TVector, angle)
--VecErrorCheck(TVector);
local vec = VecGetDegRotatedCopy(TVector, angle);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
function VecAbsRotateTo(TVector, refVector)
--VecErrorCheck(TVector);
return VecRadRotate(TVector, VecGetAbsRadAngle(refVector) - VecGetAbsRadAngle(TVector));
end
function VecGetPerpendicular(TVector)
--VecErrorCheck(TVector);
local vec = VecNew(TVector.Y, -TVector.X)
return vec;
end
function VecPerpendicularize(TVector)
--VecErrorCheck(TVector);
local vec = VecGetPerpendicular(TVector);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
-- ROUNDING
function VecRound(TVector)
--VecErrorCheck(TVector);
local vec = VecGetRounded(TVector);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
function VecToHalf(TVector)
--VecErrorCheck(TVector);
TVector.X = Round(TVector.X * 2) / 2;
TVector.Y = Round(TVector.Y * 2) / 2;
return TVector;
end
function VecFloor(TVector)
--VecErrorCheck(TVector);
local vec = VecGetFloored(TVector);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
function VecCeiling(TVector)
--VecErrorCheck(TVector);
local vec = VecGetCeilinged(TVector);
VecSetXY(TVector, vec.X, vec.Y);
return TVector;
end
function VecGetRounded(TVector)
--VecErrorCheck(TVector);
local vec = VecNew(Round(TVector.X), Round(TVector.Y))
return vec;
end
function VecGetRoundedX(TVector)
--VecErrorCheck(TVector);
return Round(TVector.X)
end
function VecGetRoundedY(TVector)
--VecErrorCheck(TVector);
return Round(TVector.Y)
end
function VecGetFloored(TVector)
--VecErrorCheck(TVector);
local vec = VecNew(Floor(TVector.X), Floor(TVector.Y));
return vec;
end
function VecGetFlooredX(TVector)
--VecErrorCheck(TVector);
return Floor(TVector.X)
end
function VecGetFlooredY(TVector)
--VecErrorCheck(TVector);
return Floor(TVector.Y)
end
function VecGetCeilinged(TVector)
--VecErrorCheck(TVector);
local vec = VecNew(Ceil(TVector.X), Ceil(TVector.Y))
return vec;
end
function VecGetCeilingedX(TVector)
--VecErrorCheck(TVector);
return Ceil(TVector.X)
end
function VecGetCeilingedY(TVector)
--VecErrorCheck(TVector);
return Ceil(TVector.Y)
end
-- VECTOR PRODUCTS
function VecDot(TVector1, TVector2)
--VecErrorCheck(TVector1);
--VecErrorCheck(TVector2);
return (TVector1.X * TVector2.X) + (TVector1.Y * TVector2.Y);
end
function VecCross(TVector1, TVector2)
--VecErrorCheck(TVector1);
--VecErrorCheck(TVector2);
return (TVector1.X * TVector2.Y) - (TVector2.X * TVector1.Y);
end