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Vec2 = {} | ||
Vec2.__index = Vec2 | ||
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function Vec2.new(x, y) | ||
local self = setmetatable({}, Vec2) | ||
self.x = x or 0 | ||
self.y = y or 0 | ||
return self | ||
end | ||
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local function is_vec(v) | ||
return type(v) == "table" and v.x and v.y | ||
end | ||
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local function is_num_pair(x, y) | ||
return type(x) == "number" and type(y) == "number" | ||
end | ||
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function Vec2:add(x, y) | ||
if is_vec(x) then | ||
return Vec2.new(self.x + x.x, self.y + x.y) | ||
elseif is_num_pair(x, y) then | ||
return Vec2.new(self.x + x, self.y + y) | ||
else | ||
error("TypeError: Invalid arguments for Vec2:add") | ||
end | ||
end | ||
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function Vec2:Add(x, y) | ||
if is_vec(x) then | ||
self.x = self.x + x.x | ||
self.y = self.y + x.y | ||
return self | ||
elseif is_num_pair(x, y) then | ||
self.x = self.x + x | ||
self.y = self.y + y | ||
return self | ||
else | ||
error("TypeError: Invalid arguments for Vec2:Add") | ||
end | ||
end | ||
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function Vec2:sub(x, y) | ||
if is_vec(x) then | ||
return Vec2.new(self.x - x.x, self.y - x.y) | ||
elseif is_num_pair(x, y) then | ||
return Vec2.new(self.x - x, self.y - y) | ||
else | ||
error("TypeError: Invalid arguments for Vec2:sub") | ||
end | ||
end | ||
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function Vec2:Sub(x, y) | ||
if is_vec(x) then | ||
self.x = self.x - x.x | ||
self.y = self.y - y.y | ||
return self | ||
elseif is_num_pair(x, y) then | ||
self.x = self.x - x | ||
self.y = self.y - y | ||
return self | ||
else | ||
error("TypeError: Invalid arguments for Vec2:Sub") | ||
end | ||
end | ||
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function Vec2:mult(scalar) | ||
return Vec2.new(self.x * scalar, self.y * scalar) | ||
end | ||
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function Vec2:Mult(scalar) | ||
self.x = self.x * scalar | ||
self.y = self.y * scalar | ||
return self | ||
end | ||
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function Vec2:magnitude() | ||
return math.sqrt(self.x * self.x + self.y * self.y) | ||
end | ||
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function Vec2:normalize() | ||
local mag = self:magnitude() | ||
if mag > 0 then | ||
return Vec2.new(self.x / mag, self.y / mag) | ||
else | ||
return Vec2.new(0, 0) | ||
end | ||
end | ||
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function Vec2:dot(other) | ||
return self.x * other.x + self.y * other.y | ||
end | ||
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function Vec2:angle(other) | ||
local dot_product = self:dot(other) | ||
local mag_product = self:magnitude() * other:magnitude() | ||
if mag_product > 0 then | ||
return math.acos(dot_product / mag_product) | ||
else | ||
return 0 | ||
end | ||
end | ||
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function Vec2:rotate(angle) | ||
local cos_theta = math.cos(angle) | ||
local sin_theta = math.sin(angle) | ||
return Vec2.new( | ||
self.x * cos_theta - self.y * sin_theta, | ||
self.x * sin_theta + self.y * cos_theta | ||
) | ||
end | ||
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function Vec2:Rotate(angle) | ||
local cos_theta = math.cos(angle) | ||
local sin_theta = math.sin(angle) | ||
self.x = self.x * cos_theta - self.y * sin_theta | ||
self.y = self.x * sin_theta + self.y * cos_theta | ||
return self | ||
end |