vector = {} function vector.new(a, b, c) if type(a) == "table" then assert(a.x and a.y and a.z, "Invalid vector passed to vector.new()") return {x=a.x, y=a.y, z=a.z} elseif a then assert(b and c, "Invalid arguments for vector.new()") return {x=a, y=b, z=c} end return {x=0, y=0, z=0} 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) local len = vector.length(v) if len == 0 then return {x=0, y=0, z=0} else return vector.divide(v, len) end end function vector.floor(v) return { x = math.floor(v.x), y = math.floor(v.y), z = math.floor(v.z) } 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.apply(v, func) return { x = func(v.x), y = func(v.y), z = func(v.z) } 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) return vector.normalize({ x = pos2.x - pos1.x, y = pos2.y - pos1.y, z = pos2.z - pos1.z }) end function vector.angle(a, b) local dotp = a.x * b.x + a.y * b.y + a.z * b.z local cpx = a.y * b.z - a.z * b.y local cpy = a.z * b.x - a.x * b.z local cpz = a.x * b.y - a.y * b.x local crossplen = math.sqrt(cpx ^ 2 + cpy ^ 2 + cpz ^ 2) return math.atan2(crossplen, dotp) end function vector.add(a, b) if type(b) == "table" then return {x = a.x + b.x, y = a.y + b.y, z = a.z + b.z} else return {x = a.x + b, y = a.y + b, z = a.z + b} end end function vector.subtract(a, b) if type(b) == "table" then return {x = a.x - b.x, y = a.y - b.y, z = a.z - b.z} else return {x = a.x - b, y = a.y - b, z = a.z - b} end end function vector.multiply(a, b) if type(b) == "table" then return {x = a.x * b.x, y = a.y * b.y, z = a.z * b.z} else return {x = a.x * b, y = a.y * b, z = a.z * b} end end function vector.divide(a, b) if type(b) == "table" then return {x = a.x / b.x, y = a.y / b.y, z = a.z / b.z} else return {x = a.x / b, y = a.y / b, z = a.z / b} end end function vector.sort(a, b) return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)}, {x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)} end