vector = {} function vector.new(a, b, c) v = {x=0, y=0, z=0} if type(a) == "table" then v = {x=a.x, y=a.y, z=a.z} elseif a and b and c then v = {x=a, y=b, z=c} end setmetatable(v, { __add = vector.add, __sub = vector.subtract, __mul = vector.multiply, __div = vector.divide, __umn = function(v) return vector.multiply(v, -1) end, __len = vector.length, __eq = vector.equals, }) return v end function vector.equals(a, b) return a.x == b.x and a.y == b.y and a.z == b.z end function vector.length(v) return math.hypot(v.x, math.hypot(v.y, v.z)) end function vector.normalize(v) return vector.divide(v, vector.length(v)) end function vector.round(v) return { x = math.floor(v.x + 0.5), y = math.floor(v.y + 0.5), z = math.floor(v.z + 0.5) } end function vector.distance(a, b) local x = a.x - b.x local y = a.y - b.y local z = a.z - b.z return math.hypot(x, math.hypot(y, z)) 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} end function vector.add(a, b) if type(b) == "table" then return vector.new( a.x + b.x, a.y + b.y, a.z + b.z) else return vector.new( a.x + b, a.y + b, a.z + b) end end function vector.subtract(a, b) if type(b) == "table" then return vector.new( a.x - b.x, a.y - b.y, a.z - b.z) else return vector.new( a.x - b, a.y - b, a.z - b) end end function vector.multiply(a, b) if type(b) == "table" then return vector.new( a.x * b.x, a.y * b.y, a.z * b.z) else return vector.new( a.x * b, a.y * b, a.z * b) end end function vector.divide(a, b) if type(b) == "table" then return vector.new( a.x / b.x, a.y / b.y, a.z / b.z) else return vector.new( a.x / b, a.y / b, a.z / b) end end