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-
- local clamp = Mathf.Clamp
- local sqrt = Mathf.Sqrt
- local min = Mathf.Min
- local max = Mathf.Max
- local setmetatable = setmetatable
- local rawget = rawget
-
- local Vector4 = {}
- local get = tolua.initget(Vector4)
-
- Vector4.__index = function(t,k)
- local var = rawget(Vector4, k)
-
- if var == nil then
- var = rawget(get, k)
-
- if var ~= nil then
- return var(t)
- end
- end
-
- return var
- end
-
- Vector4.__call = function(t, x, y, z, w)
- return Vector4.New(x, y, z, w)
- end
-
- function Vector4.New(x, y, z, w)
- local v = {x = 0, y = 0, z = 0, w = 0}
- setmetatable(v, Vector4)
- v:Set(x,y,z,w)
- return v
- end
-
- function Vector4:Set(x,y,z,w)
- self.x = x or 0
- self.y = y or 0
- self.z = z or 0
- self.w = w or 0
- end
-
- function Vector4:Get()
- return self.x, self.y, self.z, self.w
- end
-
- function Vector4.Lerp(from, to, t)
- t = clamp(t, 0, 1)
- return Vector4.New(from.x + ((to.x - from.x) * t), from.y + ((to.y - from.y) * t), from.z + ((to.z - from.z) * t), from.w + ((to.w - from.w) * t))
- end
-
- function Vector4.MoveTowards(current, target, maxDistanceDelta)
- local vector = target - current
- local magnitude = vector:Magnitude()
-
- if magnitude > maxDistanceDelta and magnitude ~= 0 then
- maxDistanceDelta = maxDistanceDelta / magnitude
- vector:Mul(maxDistanceDelta)
- vector:Add(current)
- return vector
- end
-
- return target
- end
-
- function Vector4.Scale(a, b)
- return Vector4.New(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w)
- end
-
- function Vector4:SetScale(scale)
- self.x = self.x * scale.x
- self.y = self.y * scale.y
- self.z = self.z * scale.z
- self.w = self.w * scale.w
- end
-
- function Vector4:Normalize()
- local v = vector4.New(self.x, self.y, self.z, self.w)
- return v:SetNormalize()
- end
-
- function Vector4:SetNormalize()
- local num = self:Magnitude()
-
- if num == 1 then
- return self
- elseif num > 1e-05 then
- self:Div(num)
- else
- self:Set(0,0,0,0)
- end
-
- return self
- end
-
- function Vector4:Div(d)
- self.x = self.x / d
- self.y = self.y / d
- self.z = self.z / d
- self.w = self.w / d
-
- return self
- end
-
- function Vector4:Mul(d)
- self.x = self.x * d
- self.y = self.y * d
- self.z = self.z * d
- self.w = self.w * d
-
- return self
- end
-
- function Vector4:Add(b)
- self.x = self.x + b.x
- self.y = self.y + b.y
- self.z = self.z + b.z
- self.w = self.w + b.w
-
- return self
- end
-
- function Vector4:Sub(b)
- self.x = self.x - b.x
- self.y = self.y - b.y
- self.z = self.z - b.z
- self.w = self.w - b.w
-
- return self
- end
-
- function Vector4.Dot(a, b)
- return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w
- end
-
- function Vector4.Project(a, b)
- local s = Vector4.Dot(a, b) / Vector4.Dot(b, b)
- return b * s
- end
-
- function Vector4.Distance(a, b)
- local v = a - b
- return Vector4.Magnitude(v)
- end
-
- function Vector4.Magnitude(a)
- return sqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w)
- end
-
- function Vector4.SqrMagnitude(a)
- return a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w
- end
-
- function Vector4.Min(lhs, rhs)
- return Vector4.New(max(lhs.x, rhs.x), max(lhs.y, rhs.y), max(lhs.z, rhs.z), max(lhs.w, rhs.w))
- end
-
- function Vector4.Max(lhs, rhs)
- return Vector4.New(min(lhs.x, rhs.x), min(lhs.y, rhs.y), min(lhs.z, rhs.z), min(lhs.w, rhs.w))
- end
-
- Vector4.__tostring = function(self)
- return string.format("[%f,%f,%f,%f]", self.x, self.y, self.z, self.w)
- end
-
- Vector4.__div = function(va, d)
- return Vector4.New(va.x / d, va.y / d, va.z / d, va.w / d)
- end
-
- Vector4.__mul = function(va, d)
- return Vector4.New(va.x * d, va.y * d, va.z * d, va.w * d)
- end
-
- Vector4.__add = function(va, vb)
- return Vector4.New(va.x + vb.x, va.y + vb.y, va.z + vb.z, va.w + vb.w)
- end
-
- Vector4.__sub = function(va, vb)
- return Vector4.New(va.x - vb.x, va.y - vb.y, va.z - vb.z, va.w - vb.w)
- end
-
- Vector4.__unm = function(va)
- return Vector4.New(-va.x, -va.y, -va.z, -va.w)
- end
-
- Vector4.__eq = function(va,vb)
- local v = va - vb
- local delta = Vector4.SqrMagnitude(v)
- return delta < 1e-10
- end
-
- get.zero = function() return Vector4.New(0, 0, 0, 0) end
- get.one = function() return Vector4.New(1, 1, 1, 1) end
-
- get.magnitude = Vector4.Magnitude
- get.normalized = Vector4.Normalize
- get.sqrMagnitude = Vector4.SqrMagnitude
-
- UnityEngine.Vector4 = Vector4
- setmetatable(Vector4, Vector4)
- return Vector4
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