mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
331 lines
7.6 KiB
Lua
331 lines
7.6 KiB
Lua
local sin = math.sin
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local cos = math.cos
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local sqrt = math.sqrt
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local rad = math.rad
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-- =================================================== --
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-- ====================== vec3 ======================= --
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-- =================================================== --
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function vec3.add(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] + b[1]
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dst[2] = a[2] + b[2]
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dst[3] = a[3] + b[3]
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else
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dst[1] = a[1] + b
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dst[2] = a[2] + b
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dst[3] = a[3] + b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] + b[1], a[2] + b[2], a[3] + b[3]}
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else
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return {a[1] + b, a[2] + b, a[3] + b}
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end
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end
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end
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function vec3.sub(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] - b[1]
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dst[2] = a[2] - b[2]
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dst[3] = a[3] - b[3]
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else
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dst[1] = a[1] - b
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dst[2] = a[2] - b
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dst[3] = a[3] - b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] - b[1], a[2] - b[2], a[3] - b[3]}
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else
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return {a[1] - b, a[2] - b, a[3] - b}
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end
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end
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end
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function vec3.mul(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] * b[1]
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dst[2] = a[2] * b[2]
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dst[3] = a[3] * b[3]
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else
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dst[1] = a[1] * b
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dst[2] = a[2] * b
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dst[3] = a[3] * b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] * b[1], a[2] * b[2], a[3] * b[3]}
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else
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return {a[1] * b, a[2] * b, a[3] * b}
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end
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end
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end
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function vec3.div(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] / b[1]
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dst[2] = a[2] / b[2]
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dst[3] = a[3] / b[3]
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else
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dst[1] = a[1] / b
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dst[2] = a[2] / b
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dst[3] = a[3] / b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] / b[1], a[2] / b[2], a[3] / b[3]}
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else
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return {a[1] / b, a[2] / b, a[3] / b}
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end
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end
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end
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function vec3.abs(a, dst)
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local x = a[1]
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local y = a[2]
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local z = a[3]
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if dst then
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dst[1] = x < 0.0 and -x or x
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dst[2] = y < 0.0 and -y or y
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dst[3] = z < 0.0 and -z or z
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else
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return {
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x < 0.0 and -x or x,
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y < 0.0 and -y or y,
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z < 0.0 and -z or z,
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}
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end
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end
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function vec3.dot(a, b)
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return a[1] * b[1] + a[2] * b[2] + a[3] * b[3]
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end
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function vec3.mix(a, b, t, dest)
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if dest then
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dest[1] = a[1] * (1.0 - t) + b[1] * t
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dest[2] = a[2] * (1.0 - t) + b[2] * t
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dest[3] = a[3] * (1.0 - t) + b[3] * t
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return dest
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else
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return {
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a[1] * (1.0 - t) + b[1] * t,
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a[2] * (1.0 - t) + b[2] * t,
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a[3] * (1.0 - t) + b[3] * t,
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}
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end
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end
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-- =================================================== --
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-- ====================== vec2 ======================= --
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-- =================================================== --
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function vec2.add(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] + b[1]
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dst[2] = a[2] + b[2]
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else
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dst[1] = a[1] + b
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dst[2] = a[2] + b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] + b[1], a[2] + b[2]}
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else
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return {a[1] + b, a[2] + b}
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end
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end
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end
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function vec2.sub(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] - b[1]
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dst[2] = a[2] - b[2]
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else
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dst[1] = a[1] - b
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dst[2] = a[2] - b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] - b[1], a[2] - b[2]}
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else
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return {a[1] - b, a[2] - b}
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end
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end
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end
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function vec2.mul(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] * b[1]
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dst[2] = a[2] * b[2]
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else
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dst[1] = a[1] * b
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dst[2] = a[2] * b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] * b[1], a[2] * b[2]}
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else
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return {a[1] * b, a[2] * b}
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end
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end
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end
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function vec2.div(a, b, dst)
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local btype = type(b)
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if dst then
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if btype == "table" then
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dst[1] = a[1] / b[1]
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dst[2] = a[2] / b[2]
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else
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dst[1] = a[1] / b
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dst[2] = a[2] / b
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end
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return dst
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else
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if btype == "table" then
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return {a[1] / b[1], a[2] / b[2]}
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else
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return {a[1] / b, a[2] / b}
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end
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end
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end
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function vec2.abs(a, dst)
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local x = a[1]
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local y = a[2]
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if dst then
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dst[1] = x < 0.0 and -x or x
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dst[2] = y < 0.0 and -y or y
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else
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return {
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x < 0.0 and -x or x,
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y < 0.0 and -y or y,
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}
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end
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end
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function vec2.dot(a, b)
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return a[1] * b[1] + a[2] * b[2]
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end
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function vec2.mix(a, b, t, dest)
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if dest then
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dest[1] = a[1] * (1.0 - t) + b[1] * t
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dest[2] = a[2] * (1.0 - t) + b[2] * t
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return dest
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else
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return {
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a[1] * (1.0 - t) + b[1] * t,
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a[2] * (1.0 - t) + b[2] * t,
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}
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end
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end
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function mat4.idt(dst)
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if dst then
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for i=1,16 do
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dst[i] = (i % 5 == 1) and 1 or 0
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end
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end
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return {
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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}
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end
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function mat4.rotate(...)
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local argc = select("#", ...)
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local matrix, axis, angle, dst
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if argc == 2 then
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axis, angle = ...
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matrix = mat4.idt()
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elseif argc == 3 then
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matrix, axis, angle = ...
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elseif argc == 4 then
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matrix, axis, angle, dst = ...
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else
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error("invalid arguments number (2, 3 or 4 expected)")
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end
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angle = rad(angle)
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local x = axis[1]
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local y = axis[2]
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local z = axis[3]
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local len = sqrt(x*x + y*y + z*z)
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if len == 0 then
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error("rotation axis has zero length")
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end
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x = x / len
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y = y / len
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z = z / len
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local c = cos(angle)
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local s = sin(angle)
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local t = 1 - c
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local r00 = t*x*x + c
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local r01 = t*x*y - s*z
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local r02 = t*x*z + s*y
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local r10 = t*x*y + s*z
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local r11 = t*y*y + c
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local r12 = t*y*z - s*x
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local r20 = t*x*z - s*y
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local r21 = t*y*z + s*x
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local r22 = t*z*z + c
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local out = dst or {}
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out[1] = matrix[1]*r00 + matrix[5]*r10 + matrix[9]*r20
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out[2] = matrix[2]*r00 + matrix[6]*r10 + matrix[10]*r20
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out[3] = matrix[3]*r00 + matrix[7]*r10 + matrix[11]*r20
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out[4] = matrix[4]*r00 + matrix[8]*r10 + matrix[12]*r20
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out[5] = matrix[1]*r01 + matrix[5]*r11 + matrix[9]*r21
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out[6] = matrix[2]*r01 + matrix[6]*r11 + matrix[10]*r21
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out[7] = matrix[3]*r01 + matrix[7]*r11 + matrix[11]*r21
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out[8] = matrix[4]*r01 + matrix[8]*r11 + matrix[12]*r21
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out[9] = matrix[1]*r02 + matrix[5]*r12 + matrix[9]*r22
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out[10] = matrix[2]*r02 + matrix[6]*r12 + matrix[10]*r22
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out[11] = matrix[3]*r02 + matrix[7]*r12 + matrix[11]*r22
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out[12] = matrix[4]*r02 + matrix[8]*r12 + matrix[12]*r22
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out[13] = matrix[13]
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out[14] = matrix[14]
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out[15] = matrix[15]
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out[16] = matrix[16]
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return out
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end
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