add files vec2 && vec3
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local vector2 =
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{
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__type = "vec2",
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__call = function(vector2, x, y)
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return vector2:new(x, y) end
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}
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vector2.__index = vector2
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-- vec2 cocnrtuct
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function vector2:new(x, y)
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if type(x) ~= "number" or type(y) ~= "number" then
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error("Invalid input argument. Expected two numbers. [ vec2(number, number) ]")
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end
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local obj = {
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x = x or 0,
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y = y or 0
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}
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setmetatable(obj, self)
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return obj
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end
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-- string vec
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function vector2:strvec2()
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return "(" .. self.x .. ", " .. self.y .. ")"
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end
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-- round vector components
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-- @param decimals -> integer
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-- @return round(vec2)
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(1, 0.5)
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-- print(v1:round()) -- Output: (1, 1)
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-- @example-2:
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-- local v1 = vec2(0.707, 0.5)
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-- print(v1:round(2)) -- Output: (0.71, 0.5)
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function vector2:round(decimals)
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decimals = decimals or 0
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self.x = math.floor(self.x * 10^decimals + 0.5) / 10^decimals
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self.y = math.floor(self.y * 10^decimals + 0.5) / 10^decimals
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return self
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end
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-- vec2 magnitude (length)
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-- @return {number} - the magnitude of the vector
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(-10, 25)
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-- print(v1:len()) -- Output: 26.925824035673
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-- @example-2:
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-- local v1 = vec2(0.32, 89)
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-- print(v1:len()) -- Output: 89.
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function vector2:len()
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return math.sqrt(self.x * self.x + self.y * self.y)
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end
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-- angle between 2 vec2
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-- @param vector {ve2}
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-- @return {number} -> radians - angle between the 2 vec
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function vector2:abtw(vector)
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local dot_product = self:dot(vector)
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local len_product = self:len() * vector:len()
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if len_product == 0 then
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return 0
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end
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local radians = math.acos(dot_product / len_product)
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return radians
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end
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-- Normalize vec2
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-- @return {vector2} - The normalized vector2
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(10, 15)
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-- print(v1:norm()) -- Output: (0.55470019622523, 0.83205029433784)
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-- @example-2:
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-- local v1 = vec2(-1, 1)
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-- print(v1:norm()) -- Output: (-0.70710678118655, 0.70710678118655)
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function vector2:norm()
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local length_vectors = self:len()
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return vector2:new(self.x / length_vectors, self.y / length_vectors)
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end
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-- project vec2
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-- @param vector {vec2}
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-- @return {vec2} project
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function vector2:proj(vector)
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if type(vector) == "number" then
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print("\n(( TypeError : proj(vec2) ))\nType arg proj(vec2)")
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error("Invalid input argument. Expected a vector2 object")
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end
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local dot_product = self:dot(vector)
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return vector:new(dot_product * (vector.x / vector:len()^2), dot_product * (vector.y / vector:len()^2))
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end
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-- exclude vector2
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-- @param vector {vec2}
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-- @return {vec2}
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function vector2:vxld(vector)
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if type(vector) == "number" then
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print("\n(( TypeError : vxld(vec2) ))\nType arg vxld(vec2, vec2)")
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error("Invalid input argument. Expected a vector2 object\n")
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end
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return vector2:new(self.x - vector.x, self.y - vector.y)
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end
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-- vec2 dot product
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-- @param vector {vec2}
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-- @return {number}
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-- @usage:
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-- @example-1:
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-- local v1 = vec2(10, 15)
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-- local v2 = vec2(-1, 1)
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-- print(v1:dot(v2)) -- Output: 5
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-- @example-2:
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-- local v1 = vec2(-15, 10)
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-- print(v1:dot(v1)) -- Output: (-0.83205029433784, 0.55470019622523)
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function vector2:dot(vector)
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if type(vector) == "number" then
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print("\n(( TypeError : dot(vec2) ))\nType arg dot(vec2)")
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error("Invalid input argument. Expected a vector2 object")
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end
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return self.x * vector.x + self.y * vector.y
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end
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-- Linear interpolation for vector2
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-- @param b {vector2} - The target vector2
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-- @param t {number} - (0 <= t <= 1) the interpolation factor
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-- @return {vector2} - The interpolated vector2
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function vector2:lerp(b, t)
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if type(b) ~= "table" then
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print("\n(( TypeError : lerp(vec2) ))\nType arg lerp(vec2, number)")
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error("Invalid input argument. Expected a vector2 object\n")
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end
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if type(t) ~= "number" or t < 0 or t > 1 then
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error("Invalid input argument. Expected a number between 0 and 1 .. (0 <= t <= 1)")
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end
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return vector2:new(self.x + t * (b.x - self.x), self.y + t * (b.y - self.y));
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end
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-- Dist btw 2 vec2
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-- @param vector {vector2}
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-- @return {number} - distance between the 2 vect2
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function vector2:dist(vector)
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if type(vector) ~= "table" then
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print("\n(( TypeError : dist(vec2) ))\nType arg dist(vec2)")
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error("Invalid input argument. Expected a vec2 object or a table with two numbers.")
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end
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local dx = self.x - vector.x
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local dy = self.y - vector.y
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local result = vec2(dx, dy)
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return result:len()
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end
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-- cross product for vec2 (in 3D space)
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-- @param {vec2} v - The other vec2
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-- @return {number} -> float || integer
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-- @usage
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-- local v1 = vec2(10, 15)
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-- local v2 = vec2(15, 10)
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-- print(v1:cross(v2)) -- Output: -125
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function vector2:cross(v)
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if type(v) == "number" then
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print("\n(( TypeError : cross ))\nType arg cross(vec2)")
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error("Invalid input argument. Expected a vec2 object.\n")
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end
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return self.x * v.y - self.y * v.x
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end
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-- rotate vec2
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-- @param angle {number}
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-- @param axis {string} - axis rotate around (x, y, or z)
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-- @param convert2deg {bool} .. if true => deg convert to rad
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-- @return {vector2} - rotated vector2
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function vector2:rot(angle, axis, convert2deg)
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if convert2deg == true then
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angle = math.rad(angle)
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end
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if type(axis) == "string" then
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if axis == "x" then
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local x_new = self.x
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local y_new = self.y * math.cos(angle) - self.y * math.sin(angle)
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self.y = y_new
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elseif axis == "y" then
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local x_new = self.x * math.cos(angle) + self.x * math.sin(angle)
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local y_new = self.y
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self.x = x_new
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elseif axis == "z" then
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local x_new = self.x * math.cos(angle) - self.y * math.sin(angle)
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local y_new = self.x * math.sin(angle) + self.y * math.cos(angle)
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self.x, self.y = x_new, y_new
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end
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elseif axis == nil then
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local x_new = self.x * math.cos(angle) - self.y * math.sin(angle)
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local y_new = self.x * math.sin(angle) + self.y * math.cos(angle)
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self.x, self.y = x_new, y_new
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end
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return self:round(15)
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end
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-- add vec
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function vector2.__add(value_1, value_2)
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if type(value_1) == "number" then
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if value_1 == 0 then
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return vector2:new(value_2.x, value_2.y)
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else
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return vector2:new(value_2.x + value_1, value_2.y + value_1)
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end
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else
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if type(value_2) == "number" then
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if value_2 == 0 then
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return vector2:new(value_1.x, value_1.y)
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else
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return vector2:new(value_1.x + value_2, value_1.y + value_2)
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end
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else
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return vector2:new(value_1.x + value_2.x, value_1.y + value_2.y)
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end
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end
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end
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-- mul vec
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function vector2.__mul(value_1, value_2)
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if type(value_1) == "number" then
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return vector2:new(value_2.x * value_1, value_2.y * value_1)
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else
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if type(value_2) == "number" then
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return vector2:new(value_1.x * value_2, value_1.y * value_2)
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else
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return vector2:new(value_1.x * value_2.x, value_1.y * value_2.y)
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end
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end
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end
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-- pow vec
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function vector2.__pow(value_1, value_2)
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if type(value_1) == "number" then
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return vector2:new(value_1.x ^ value_2, value_2.y ^ value_1)
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else
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if type(value_2) == "number" then
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return vector2:new(value_1.x ^ value_2, value_1.y ^ value_2)
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else
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return vector2:new(value_1.x ^ value_2.x, value_1.y ^ value_2.y)
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end
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end
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end
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-- div vec
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function vector2.__div(value_1, value_2)
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if type(value_1) == "number" then
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return vector2:new(value_2.x / value_1, value_2.y / value_1)
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else
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if type(value_2) == "number" then
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return vector2:new(value_1.x / value_2, value_1.y / value_2)
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else
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return vector2:new(value_1.x / value_2.x, value_1.y / value_2.y)
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end
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end
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end
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-- eq vec
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function vector2.__eq(a, b)
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return a.x == b.x and a.y == b.y
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end
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-- eq vec
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function vector2.__eq(a, b)
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return a.x == b.x and a.y == b.y
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end
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function vector2.__tostring(vcrt)
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return vcrt:strvec2()
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end
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return setmetatable(vector2, vector2)
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