added function to get a local offset world position from a point updated entities to automatically process next queued action without needing to call processnextaction Added client freeze, circle, and bobupanddown for client/rebound entity manipulation
89 lines
2.5 KiB
Lua
89 lines
2.5 KiB
Lua
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 |