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- --------------------------------------------------------------------------------
- -- Copyright (c) 2015 , 蒙占志(topameng) topameng@gmail.com
- -- All rights reserved.
- -- Use, modification and distribution are subject to the "MIT License"
- --------------------------------------------------------------------------------
- -- added by wsh @ 2017-12-28
- -- 注意:
- -- 1、已经被修改,别从tolua轻易替换来做升级
- local sqrt = math.sqrt
- local setmetatable = setmetatable
- local rawget = rawget
- local math = math
- local acos = math.acos
- local max = math.max
- ---@class Vector2
- ---@field public x number
- ---@field public y number
- ---@field zero Vector2
- Vector2 = {}
- ---@class _getter
- local _getter = {}
- local unity_vector2 = CS.UnityEngine.Vector2
- Vector2.isValueType = true
- Vector2.__index = function(t,k)
- local var = rawget(Vector2, k)
- if var ~= nil then
- return var
- end
-
- var = rawget(_getter, k)
- if var ~= nil then
- return var(t)
- end
-
- return rawget(unity_vector2, k)
- end
- Vector2.__call = function(t, x, y)
- return setmetatable({x = x or 0, y = y or 0}, Vector2)
- end
- function Vector2.New(x, y)
- return setmetatable({x = x or 0, y = y or 0}, Vector2)
- end
- function Vector2:Set(x,y)
- self.x = x or 0
- self.y = y or 0
- end
- function Vector2:Copy(b)
- self:Set(b.x,b.y)
- end
- function Vector2:Get()
- return self.x, self.y
- end
- function Vector2:SqrMagnitude()
- return self.x * self.x + self.y * self.y
- end
- function Vector2:Clone()
- return setmetatable({x = self.x, y = self.y}, Vector2)
- end
- function Vector2.Normalize(v)
- local x = v.x
- local y = v.y
- local magnitude = sqrt(x * x + y * y)
- if magnitude > 1e-05 then
- x = x / magnitude
- y = y / magnitude
- else
- x = 0
- y = 0
- end
- return setmetatable({x = x, y = y}, Vector2)
- end
- function Vector2:SetNormalize()
- local magnitude = sqrt(self.x * self.x + self.y * self.y)
- if magnitude > 1e-05 then
- self.x = self.x / magnitude
- self.y = self.y / magnitude
- else
- self.x = 0
- self.y = 0
- end
- return self
- end
- function Vector2.Dot(lhs, rhs)
- return lhs.x * rhs.x + lhs.y * rhs.y
- end
- function Vector2.Angle(from, to)
- local x1,y1 = from.x, from.y
- local d = sqrt(x1 * x1 + y1 * y1)
- if d > 1e-5 then
- x1 = x1/d
- y1 = y1/d
- else
- x1,y1 = 0,0
- end
- local x2,y2 = to.x, to.y
- d = sqrt(x2 * x2 + y2 * y2)
- if d > 1e-5 then
- x2 = x2/d
- y2 = y2/d
- else
- x2,y2 = 0,0
- end
- d = x1 * x2 + y1 * y2
- if d < -1 then
- d = -1
- elseif d > 1 then
- d = 1
- end
- return acos(d) * 57.29578
- end
- function Vector2.Magnitude(v)
- return sqrt(v.x * v.x + v.y * v.y)
- end
- function Vector2.Reflect(dir, normal)
- local dx = dir.x
- local dy = dir.y
- local nx = normal.x
- local ny = normal.y
- local s = -2 * (dx * nx + dy * ny)
- return setmetatable({x = s * nx + dx, y = s * ny + dy}, Vector2)
- end
- function Vector2.Distance(a, b)
- return sqrt((a.x - b.x) ^ 2 + (a.y - b.y) ^ 2)
- end
- function Vector2.Lerp(a, b, t)
- if t < 0 then
- t = 0
- elseif t > 1 then
- t = 1
- end
- return setmetatable({x = a.x + (b.x - a.x) * t, y = a.y + (b.y - a.y) * t}, Vector2)
- end
- function Vector2.LerpUnclamped(a, b, t)
- return setmetatable({x = a.x + (b.x - a.x) * t, y = a.y + (b.y - a.y) * t}, Vector2)
- end
- function Vector2.MoveTowards(current, target, maxDistanceDelta)
- local cx = current.x
- local cy = current.y
- local x = target.x - cx
- local y = target.y - cy
- local s = x * x + y * y
- if s > maxDistanceDelta * maxDistanceDelta and s ~= 0 then
- s = maxDistanceDelta / sqrt(s)
- return setmetatable({x = cx + x * s, y = cy + y * s}, Vector2)
- end
- return setmetatable({x = target.x, y = target.y}, Vector2)
- end
- function Vector2.ClampMagnitude(v, maxLength)
- local x = v.x
- local y = v.y
- local sqrMag = x * x + y * y
- if sqrMag > maxLength * maxLength then
- local mag = maxLength / sqrt(sqrMag)
- x = x * mag
- y = y * mag
- return setmetatable({x = x, y = y}, Vector2)
- end
- return setmetatable({x = x, y = y}, Vector2)
- end
- function Vector2.SmoothDamp(current, target, Velocity, smoothTime, maxSpeed, deltaTime)
- deltaTime = deltaTime or Time.deltaTime
- maxSpeed = maxSpeed or math.huge
- smoothTime = math.max(0.0001, smoothTime)
- local num = 2 / smoothTime
- local num2 = num * deltaTime
- num2 = 1 / (1 + num2 + 0.48 * num2 * num2 + 0.235 * num2 * num2 * num2)
- local tx = target.x
- local ty = target.y
- local cx = current.x
- local cy = current.y
- local vecx = cx - tx
- local vecy = cy - ty
- local m = vecx * vecx + vecy * vecy
- local n = maxSpeed * smoothTime
- if m > n * n then
- m = n / sqrt(m)
- vecx = vecx * m
- vecy = vecy * m
- end
- m = Velocity.x
- n = Velocity.y
- local vec3x = (m + num * vecx) * deltaTime
- local vec3y = (n + num * vecy) * deltaTime
- Velocity.x = (m - num * vec3x) * num2
- Velocity.y = (n - num * vec3y) * num2
- m = cx - vecx + (vecx + vec3x) * num2
- n = cy - vecy + (vecy + vec3y) * num2
- if (tx - cx) * (m - tx) + (ty - cy) * (n - ty) > 0 then
- m = tx
- n = ty
- Velocity.x = 0
- Velocity.y = 0
- end
- return setmetatable({x = m, y = n}, Vector2), Velocity
- end
- function Vector2.Max(a, b)
- return setmetatable({x = math.max(a.x, b.x), y = math.max(a.y, b.y)}, Vector2)
- end
- function Vector2.Min(a, b)
- return setmetatable({x = math.min(a.x, b.x), y = math.min(a.y, b.y)}, Vector2)
- end
- function Vector2.Scale(a, b)
- return setmetatable({x = a.x * b.x, y = a.y * b.y}, Vector2)
- end
- function Vector2:Div(d)
- self.x = self.x / d
- self.y = self.y / d
-
- return self
- end
- function Vector2:Mul(d)
- self.x = self.x * d
- self.y = self.y * d
-
- return self
- end
- function Vector2:Add(b)
- self.x = self.x + b.x
- self.y = self.y + b.y
-
- return self
- end
- function Vector2:AddXY(x,y)
- self.x = self.x + x
- self.y = self.y + y
- return self
- end
- function Vector2:Sub(b)
- self.x = self.x - b.x
- self.y = self.y - b.y
-
- return
- end
- ---@param vec Vector4
- function Vector2:IsSelfMetatable(vec)
- return self.x == nil
- end
- Vector2.__tostring = function(self)
- return string.format("(%f,%f)", self.x, self.y)
- end
- Vector2.__div = function(va, d)
- return setmetatable({x = va.x / d, y = va.y / d}, Vector2)
- end
- Vector2.__mul = function(a, d)
- if type(d) == "number" then
- return setmetatable({x = a.x * d, y = a.y * d}, Vector2)
- else
- return setmetatable({x = a * d.x, y = a * d.y}, Vector2)
- end
- end
- Vector2.__add = function(a, b)
- return setmetatable({x = a.x + b.x, y = a.y + b.y}, Vector2)
- end
- Vector2.__sub = function(a, b)
- return setmetatable({x = a.x - b.x, y = a.y - b.y}, Vector2)
- end
- Vector2.__unm = function(v)
- return setmetatable({x = -v.x, y = -v.y}, Vector2)
- end
- Vector2.__eq = function(a,b)
- if not a.x or not b.x then
- return false
- end
- return ((a.x - b.x) ^ 2 + (a.y - b.y) ^ 2) < 9.999999e-11
- end
- _getter.up = function() return setmetatable({x = 0, y = 1}, Vector2) end
- _getter.right = function() return setmetatable({x = 1, y = 0}, Vector2) end
- _getter.zero = function() return setmetatable({x = 0, y = 0}, Vector2) end
- _getter.one = function() return setmetatable({x = 1, y = 1}, Vector2) end
- _getter.magnitude = Vector2.Magnitude
- _getter.normalized = Vector2.Normalize
- _getter.sqrMagnitude = Vector2.SqrMagnitude
- Vector2.unity_vector2 = CS.UnityEngine.Vector2
- CS.UnityEngine.Vector2 = Vector2
- setmetatable(Vector2, Vector2)
- Vector2.zeroNonAlloc = Vector2(0,0)
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