Math = Math or {} function Math.Clamp(value, min, max) return math.min(math.max(value, min), max) end function Math.Remap(value, min, max, newMin, newMax) return newMin + (value - min) / (max - min) * (newMax - newMin) end function Math.PointInRadius(radius) local angle = math.rad(math.random(0, 360)) return vector2(radius * math.cos(angle), radius * math.sin(angle)) end function Math.Normalize(value, min, max) if max == min then return 0 end -- Avoid division by zero return (value - min) / (max - min) end function Math.Normalize2D(x, y) if type(x) == "vector2" then x, y = x.x, x.y end local length = math.sqrt(x*x + y*y) return length ~= 0 and vector2(x / length, y / length) or vector2(0, 0) end function Math.Normalize3D(x, y, z) if type(x) == "vector3" then x, y, z = x.x, x.y, x.z end local length = math.sqrt(x*x + y*y + z*z) return length ~= 0 and vector3(x / length, y / length, z / length) or vector3(0, 0, 0) end function Math.Normalize4D(x, y, z, w) if type(x) == "vector4" then x, y, z, w = x.x, x.y, x.z, x.w end local length = math.sqrt(x*x + y*y + z*z + w*w) return length ~= 0 and vector4(x / length, y / length, z / length, w / length) or vector4(0, 0, 0, 0) end function Math.DirectionToTarget(fromV3, toV3) return Math.Normalize3D(toV3.x - fromV3.x, toV3.y - fromV3.y, toV3.z - fromV3.z) end function Deg2Rad(deg) return deg * math.pi / 180.0 end function RotVector(pos, rot) local pitch = Deg2Rad(rot.x) local roll = Deg2Rad(rot.y) local yaw = Deg2Rad(rot.z) local cosY = math.cos(yaw) local sinY = math.sin(yaw) local cosP = math.cos(pitch) local sinP = math.sin(pitch) local cosR = math.cos(roll) local sinR = math.sin(roll) local m11 = cosY * cosR + sinY * sinP * sinR local m12 = sinR * cosP local m13 = -sinY * cosR + cosY * sinP * sinR local m21 = -cosY * sinR + sinY * sinP * cosR local m22 = cosR * cosP local m23 = sinR * sinY + cosY * sinP * cosR local m31 = sinY * cosP local m32 = -sinP local m33 = cosY * cosP return vector3(pos.x * m11 + pos.y * m21 + pos.z * m31, pos.x * m12 + pos.y * m22 + pos.z * m32, pos.x * m13 + pos.y * m23 + pos.z * m33) end function Math.GetOffsetFromMatrix(position, rotation, offset) local rotated = RotVector(offset, rotation) print("Rotated: " .. tostring(rotated)) return position + rotated end exports('Math', Math) return Math