191 lines
5.1 KiB
Lua
191 lines
5.1 KiB
Lua
VectorHelper = {}
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function VectorHelper.Dot(v1, v2)
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return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z
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end
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function VectorHelper.Mul(v1, v2)
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return Vector.New(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z)
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end
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function VectorHelper.MulScalar(v1, S)
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return Vector.New(v1.X * S, v1.Y * S, v1.Z * S)
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end
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function VectorHelper.MulScalar2D(v1, S)
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return Vector2D.New(v1.X * S, v1.Y * S)
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end
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function VectorHelper.MulNumber(v1, number)
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return Vector.New(v1.X * number, v1.Y * number, v1.Z * number)
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end
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function VectorHelper.MulNumber2D(v1, number)
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-- return Vector.New(v1.X * number, v1.Y * number)
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return {X = v1.X * number, Y = v1.Y * number}
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end
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function VectorHelper.Sub(v1, v2)
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return Vector.New(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z)
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end
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function VectorHelper.Sub2D(v1, v2)
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return Vector2D.New(v1.X - v2.X, v1.Y - v2.Y)
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end
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function VectorHelper.Add(v1, v2)
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return Vector.New(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z)
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end
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function VectorHelper.Add2D(v1, v2)
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return Vector2D.New(v1.X + v2.X, v1.Y + v2.Y)
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end
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function VectorHelper.Div2DScalar(v1, s)
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return Vector2D.New(v1.X / s , v1.Y / s);
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end
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function VectorHelper.ToString(v)
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return string.format("(%.2f,%.2f,%.2f)", v.X, v.Y, v.Z)
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end
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function VectorHelper.ToString2D(v)
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return string.format("(%.2f,%.2f)", v.X, v.Y)
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end
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function VectorHelper.RotToString(v)
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return string.format("(Roll = %.2f, Pitch = %.2f, Yaw = %.2f)", v.Roll, v.Pitch, v.Yaw)
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end
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function VectorHelper.ToStringInt2D(v)
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if v == nil then
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return "[X=nil,Y=nil]";
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end
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return string.format("[%s, %s]", tostring(v.X), tostring(v.Y));
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end
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function VectorHelper.ToIntString(v)
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return "(" .. tostring(math.floor(v.X)) .. "," .. tostring( math.floor(v.Y)) .. "," .. tostring(math.floor(v.Z)) .. ")";
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end
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function VectorHelper.Cross(v1, v2)
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return Vector.New(v1.Y * v2.Z - v2.Y * v1.Z,
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v1.Z * v2.X - v2.Z * v1.X,
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v1.X * v2.Y - v2.X * v1.Y)
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end
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function VectorHelper.GetDistance(vector1, vector2)
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if vector1 == nil or vector2 == nil then return 0 end
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if vector1.X == nil or vector2.X == nil then return 0 end
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if vector1.Y == nil or vector2.Y == nil then return 0 end
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if vector1.Z == nil or vector2.Z == nil then return 0 end
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local disX = vector1.X - vector2.X
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local disY = vector1.Y - vector2.Y
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local disZ = vector1.Z - vector2.Z
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return math.sqrt(disX ^ 2 + disY ^ 2 + disZ ^ 2)
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end
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function VectorHelper.GetDistance2D(vector1, vector2)
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if vector1 == nil or vector2 == nil then return 0 end
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if vector1.X == nil or vector2.X == nil then return 0 end
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if vector1.Y == nil or vector2.Y == nil then return 0 end
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local disX = vector1.X - vector2.X
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local disY = vector1.Y - vector2.Y
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return math.sqrt(disX ^ 2 + disY ^ 2)
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end
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function VectorHelper.LengthSquared(v)
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return v.X ^ 2 + v.Y ^ 2 + v.Z ^ 2
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end
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function VectorHelper.LengthSquared2D(v)
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return v.X ^ 2 + v.Y ^ 2
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end
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function VectorHelper.Length(v)
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return math.sqrt(VectorHelper.LengthSquared(v))
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end
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function VectorHelper.Length2D(v)
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return math.sqrt(VectorHelper.LengthSquared2D(v))
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end
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function VectorHelper.ToLuaTable(v)
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return {X = v.X, Y = v.Y, Z = v.Z}
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end
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function VectorHelper.ToLuaTable2D(v)
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return {X = v.X, Y = v.Y}
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end
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function VectorHelper.RotToLuaTable(v)
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return {Roll=v.Roll, Pitch=v.Pitch, Yaw=v.Yaw}
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end
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function VectorHelper.ColorToVector(LinearColor)
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return {X = LinearColor.R, Y = LinearColor.G, Z = LinearColor.B }
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end
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function VectorHelper.RotToString(v)
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return string.format("Roll=%.2f, Pitch=%.2f, Yaw=%.2f", v.Roll, v.Pitch, v.Yaw);
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end
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function VectorHelper.GetMiddlePoint(vector1, vector2)
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return {X = (vector1.X + vector2.X) / 2, Y = (vector1.Y + vector2.Y) / 2,Z = (vector1.Z + vector2.Z) / 2}
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end
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function VectorHelper.FromCpp(CppVector)
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return {X = CppVector.X, Y = CppVector.Y, Z = CppVector.Z};
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end
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function VectorHelper.Equal(vector1, vector2)
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return (vector1.X == vector2.X and vector1.Y == vector2.Y and vector1.Z == vector2.Z);
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end
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--计算两点之间连线与Y轴的夹角
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function VectorHelper.GetAngleByPos(PosA,PosB)
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local P = {};
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P.X = PosB.X - PosA.X;
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P.Y = PosB.Y - PosA.Y;
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local Pi = 3.1415926;
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local Dis = math.sqrt( (P.X * P.X) + (P.Y * P.Y));
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local FAngle = math.acos (P.Y/ Dis);
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if( P.X < 0) then
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FAngle = 2 * Pi - FAngle;
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end
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local Angle = FAngle * 180 / Pi;
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Angle = Angle > 0 and (90 - Angle) or (90 + math.abs(Angle));
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return Angle;
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end
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function VectorHelper.RotZero()
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return {Roll = 0, Pitch = 0, Yaw = 0}
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end
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function VectorHelper.VectorZero()
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return {X = 0, Y = 0, Z = 0}
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end
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function VectorHelper.ScaleOne()
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return {X = 1, Y = 1, Z = 1}
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end
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function VectorHelper.CosineValue(v1, v2)
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return VectorHelper.Dot(v1, v2) / (VectorHelper.Length(v1) * VectorHelper.Length(v2))
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end
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function VectorHelper.Vector2DInRange(v, vMin, vMax)
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return (v.X <= vMax.X and v.X >= vMin.X and v.Y <= vMax.Y and v.Y >= vMin.Y)
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end
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function VectorHelper.VectorInRange(v, vMin, vMax)
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return (v.X <= vMax.X and v.X >= vMin.X and v.Y <= vMax.Y and v.Y >= vMin.Y and v.Z <= vMax.Z and v.Z >= vMin.Z)
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end
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return VectorHelper; |