Difference between revisions of "User:Meevere"

(Created page with "Hello there. I have a useful piece of code for vectors using 30log lib: Usage: <source lang="lua> Vector2 = require("vector") -- Or whatever name it would have local v1 =...")
 
 
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<source lang="lua>
 
<source lang="lua>
Vector2 = require("vector") -- Or whatever name it would have
+
Vector2 = require("vector")[1] -- Or whatever name it would have
  
 
local v1 = Vector2({1,2})
 
local v1 = Vector2({1,2})

Latest revision as of 19:56, 5 March 2023

Hello there. I have a useful piece of code for vectors using 30log lib:

Usage:

Vector2 = require("vector")[1] -- Or whatever name it would have

local v1 = Vector2({1,2})
local v2 = v1 + {2,3} -- Auto-converts other objects for easier usage

local scaled = {2,1} * v1 --- Element-wise multiplication

Module itself

local Class = require("libs/30log")

local Vector2 = Class("Vector2", {0, 0})

function Vector2:init(a, b)
    if type(a) == "table" then
        -- Create from table --
        if (a["x"] ~= nil) and (a["y"] ~= nil) then
            -- This is something like Vector2 - duck typing
            if type(a["x"]) == "function" then
                self[1] = a:x();
            else
                self[1] = a.x;
            end
            if type(a["y"]) == "function" then
                self[2] = a:y();
            else
                self[2] = a.y;
            end
        else
            -- Then just by numbers
            self[1] = a[1]; self[2] = a[2]
        end
    else
        -- Then think of an a as number
        self[1] = a or 0; self[2] = b or 0
    end
end

function Vector2.__tostring(v)
    return 'Vector<'..tostring(v[1])..','..tostring(v[2])..'>'
end

function Vector2.fromPolar(r, phi)
    local x = r * math.cos(phi)
    local y = r * math.sin(phi)
    return Vector2(x,y)
end

function Vector2:x()
    return self[1]
end

function Vector2:y()
    return self[2]
end

function Vector2.__eq(v1, v2)
    return v1[1] == v2[1] and v1[2] == v2[2]
end

function Vector2.__add(v1, v2)
    local out = Vector2()
    out[1] = v1[1] + v2[1]
    out[2] = v1[2] + v2[2]
    return out
end

function Vector2.__unm(v)
    return Vector2(-v[1], -v[2])
end

function Vector2.__sub(v1, v2)
    return v1 + (-v2)
end

function Vector2.__mul(a, b)
    local out = Vector2()
    if (type(a) == "table") and (type(b) == "table") then
        -- Multiply component-vice
        out[1] = a[1] * b[1]
        out[2] = a[2] * b[2]
        return out
    end

    if( type(a) == "table" ) then
        return b * a -- swap order
    end
    -- Multiply by scalar (first argument)
    out[1] = a * b[1]
    out[2] = a * b[2]
    return out
end

local function inverse(v)
    return Vector2(1/v[1], 1/v[2])
end

function Vector2.__div(a, b)
    local inv;
    if type(b) == "table" then
        inv = inverse(b)
    else
        inv = 1/b
    end
    return a * inv
end

function Vector2:magsqr()
    return self[1]*self[1] + self[2]*self[2]
end

function Vector2:mag()
    return math.sqrt(self:magsqr())
end

-- Returns the angle from x axis from in range [-pi,pi)
function Vector2:angle()
    local phi = math.acos(self[1]/math.sqrt(self:magsqr()))
    if(self[2] < 0) then
        phi = -phi
    end
    return phi
end



local Vector3 = Class("Vector3", {0, 0, 0})

function Vector3:init(a, b, c)
    if type(a) == "table" then
        -- Create from table --
        if (a["x"] ~= nil) and (a["y"] ~= nil) and (a["z"] ~= nil) then
            -- This is something like Vector2 - duck typing
            self[1] = a.x; self[2] = a.y; self[3] = a.y
        else
            -- Then just by numbers
            self[1] = a[1]; self[2] = a[2]; self[3] = a[3]
        end
    else
        -- Then think of an a as number
        self[1] = a or 0; self[2] = b or 0; self[3] = c or 0
    end
end

function Vector3:x()
    return self[1]
end

function Vector3:y()
    return self[2]
end

function Vector3:z()
    return self[3]
end

function Vector3.__add(v1, v2)
    local out = Vector3()
    out[1] = v1[1] + v2[1]
    out[2] = v1[2] + v2[2]
    out[3] = v1[3] + v2[3]
    return out
end

function Vector3.__unm(v)
    return Vector3(-v[1], -v[2], -v[3])
end

function Vector3.__sub(v1, v2)
    return v1 + (-v2)
end

function Vector3.__mul(a, b)
    local out = Vector3()
    if (type(a) == "table") and (type(b) == "table") then
        -- Multiply component-vice
        out[1] = a[1] * b[1]
        out[2] = a[2] * b[2]
        out[3] = a[3] * b[3]
        return out
    end

    if( type(a) == "table" ) then
        return b * a -- swap order
    end
    -- Multiply by scalar (first argument)
    out[1] = a * b[1]
    out[2] = a * b[2]
    out[3] = a * b[3]
    return out
end

-- adjacent methods
function Vector3:getXY()
    return Vector2(self[1], self[2])
end

function Vector3:setXY(v)
    self[1] = v[1]
    self[2] = v[2]
end

return {Vector2, Vector3}