miduo_client/Assets/ManagedResources/~Lua/UnityEngine/Vector2.lua

313 lines
6.4 KiB
Lua

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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"
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local sqrt = math.sqrt
local setmetatable = setmetatable
local rawget = rawget
local math = math
local acos = math.acos
local max = math.max
local Vector2 = {}
local get = tolua.initget(Vector2)
Vector2.__index = function(t,k)
local var = rawget(Vector2, k)
if var == nil then
var = rawget(get, k)
if var ~= nil then
return var(t)
end
end
return var
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: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:Sub(b)
self.x = self.x - b.x
self.y = self.y - b.y
return
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)
return ((a.x - b.x) ^ 2 + (a.y - b.y) ^ 2) < 9.999999e-11
end
get.up = function() return setmetatable({x = 0, y = 1}, Vector2) end
get.right = function() return setmetatable({x = 1, y = 0}, Vector2) end
get.zero = function() return setmetatable({x = 0, y = 0}, Vector2) end
get.one = function() return setmetatable({x = 1, y = 1}, Vector2) end
get.magnitude = Vector2.Magnitude
get.normalized = Vector2.Normalize
get.sqrMagnitude = Vector2.SqrMagnitude
UnityEngine.Vector2 = Vector2
setmetatable(Vector2, Vector2)
return Vector2