end
end
+function vector.floor(v)
+ return {
+ x = math.floor(v.x),
+ y = math.floor(v.y),
+ z = math.floor(v.z)
+ }
+end
+
function vector.round(v)
return {
x = math.floor(v.x + 0.5),
}
end
+function vector.apply(v, func)
+ return {
+ x = func(v.x),
+ y = func(v.y),
+ z = func(v.z)
+ }
+end
+
function vector.distance(a, b)
local x = a.x - b.x
local y = a.y - b.y
end
function vector.direction(pos1, pos2)
- local x_raw = pos2.x - pos1.x
- local y_raw = pos2.y - pos1.y
- local z_raw = pos2.z - pos1.z
- local x_abs = math.abs(x_raw)
- local y_abs = math.abs(y_raw)
- local z_abs = math.abs(z_raw)
- if x_abs >= y_abs and
- x_abs >= z_abs then
- y_raw = y_raw * (1 / x_abs)
- z_raw = z_raw * (1 / x_abs)
- x_raw = x_raw / x_abs
- end
- if y_abs >= x_abs and
- y_abs >= z_abs then
- x_raw = x_raw * (1 / y_abs)
- z_raw = z_raw * (1 / y_abs)
- y_raw = y_raw / y_abs
- end
- if z_abs >= y_abs and
- z_abs >= x_abs then
- x_raw = x_raw * (1 / z_abs)
- y_raw = y_raw * (1 / z_abs)
- z_raw = z_raw / z_abs
- end
- return {x=x_raw, y=y_raw, z=z_raw}
+ return vector.normalize({
+ x = pos2.x - pos1.x,
+ y = pos2.y - pos1.y,
+ z = pos2.z - pos1.z
+ })
end
-
function vector.add(a, b)
if type(b) == "table" then
return {x = a.x + b.x,
end
end
+function vector.sort(a, b)
+ return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)},
+ {x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)}
+end