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local sqrt = math.sqrt | |
Vector3 = Object() | |
function Vector3:Vector3(x, y, z) | |
self.x = x or 0 | |
self.y = y or 0 | |
self.z = z or 0 | |
end | |
Vector3.up = Vector3(0, 1, 0) | |
Vector3.right = Vector3(1, 0, 0) | |
Vector3.forward = Vector3(0, 0, -1) | |
function Vector3:__add(vec) | |
return Vector3:new(self.x + vec.x, self.y + vec.y, self.z + vec.z) | |
end | |
function Vector3:__sub(vec) | |
return Vector3:new(self.x - vec.x, self.y - vec.y, self.z - vec.z) | |
end | |
function Vector3:__mul(scalar) | |
return Vector3:new(self.x*scalar, self.y*scalar, self.z*scalar) | |
end | |
function Vector3:__tostring() | |
return self.x .. "\t" .. self.y .. "\t" .. self.z | |
end | |
function Vector3:normalized() | |
local mag = sqrt(self.x * self.x + self.y * self.y + self.z * self.z) | |
return Vector3:new(self.x/mag, self.y/mag, self.z/mag), mag | |
end | |
function Vector3:normalize() | |
local mag = sqrt(self.x * self.x + self.y * self.y + self.z * self.z) | |
return self.x/mag, self.y/mag, self.z/mag, mag | |
end | |
function Vector3:cross(vec) | |
return Vector3:new( | |
self.y * vec.z - vec.y * self.z, | |
self.z * vec.x - vec.z * self.x, | |
self.x * vec.y - vec.x * self.y | |
) | |
end | |
function Vector3:dot(vec) | |
return self.x*vec.x+self.y*vec.y+self.z*vec.z | |
end |
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