389 lines
12 KiB
Lua
389 lines
12 KiB
Lua
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--================================================================================================--
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--===== CLASSES ================================================================================--
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--================================================================================================--
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---A list of up to 6 numbers that can mean anything.
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---You can either use the fields or index by a number to get a value from the vector.
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---
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---The following accessors correspond to the following numbers:
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--->1: x, r, u, pitch
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--->2: y, g, v, yaw, volume
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--->3: z, b, roll
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--->4: w, a
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--->5: t
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--->6: h
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---
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---You can use a `table` with up to 6 values in place of a `Vector`.
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---The `table` can contain other `table`s to merge them.
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---
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---@class Vector
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---@field [1] number
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---@field [2] number
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---@field [3] number
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---@field [4] number
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---@field [5] number
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---@field [6] number
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---@field x number
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---@field y number
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---@field z number
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---@field w number
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---@field t number
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---@field h number
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---@field pitch number
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---@field yaw number
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---@field roll number
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---@field r number
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---@field g number
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---@field b number
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---@field a number
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---@field u number
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---@field v number
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---@field volume number
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local Vector = {}
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---Returns the (smallest) angle between this `Vector` and the given `Vector` in radians.
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---@param vec Vector
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---@return number
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function Vector.angleTo(vec) end
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---Converts a Vector to a table.
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---The table is created with numeric indexes.
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---@return number[]
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function Vector.asTable() end
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---Returns the cross product of this `Vector` and the given `Vector`.
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---@param vec Vector
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---@return Vector
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function Vector.cross(vec) end
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---Gets the distance between this `Vector` and the given `Vector`.
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---@param vec Vector
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---@return number
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function Vector.distanceTo(vec) end
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---Returns the dot product of this `Vector` and the given `Vector`.
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---@param vec Vector
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---@return number
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function Vector.dot(vec) end
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---Gets the distance between `<0,0,0,0,0,0>` and this `Vector`.
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---@return number
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function Vector.getLength() end
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---Returns a `Vector` which is a copy of this `Vector` but resized to have a length of 1.
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---@return Vector
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function Vector.normalized() end
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---Returns the vector converted into degrees.
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---@return Vector
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function Vector.toDeg() end
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---Returns the vector converted into radians.
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---@return Vector
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function Vector.toRad() end
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---Vector6 ⇐ Vector
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---***
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---A list of six numbers that can mean anything.
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---You can either use the fields or index by a number to get a value from the vector.
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---
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---The following accessors correspond to the following numbers:
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--->1: x, r, u, pitch
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--->2: y, g, v, yaw
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--->3: z, b, roll
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--->4: w, a
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--->5: t
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--->6: h
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---
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---You can use a `table` with up to 6 values in place of a `Vector6`.
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---The `table` can contain other `table`s to merge them.
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---
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---@class Vector6 : Vector
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---Vector5 ⇐ Vector
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---***
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---A list of five numbers that can mean anything.
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---You can either use the fields or index by a number to get a value from the vector.
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---
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---The following accessors correspond to the following numbers:
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--->1: x, r, u, pitch
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--->2: y, g, v, yaw
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--->3: z, b, roll
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--->4: w, a
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--->5: t
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---
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---You can use a `table` with up to 5 values in place of a `Vector5`.
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---The `table` can contain other `table`s to merge them.
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---
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---@class Vector5 : Vector
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---Vector4 ⇐ Vector
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---***
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---A list of four numbers that can mean anything.
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---You can either use the fields or index by a number to get a value from the vector.
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---
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---The following accessors correspond to the following numbers:
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--->1: x, r, u, pitch
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--->2: y, g, v, yaw
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--->3: z, b, roll
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--->4: w, a
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---
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---If you wish to get a number past the fourth, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 4 values in place of a `Vector4`.
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---The `table` can contain other `table`s to merge them.
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---@class Vector4 : Vector
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---Vector3 ⇐ Vector
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---***
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---A list of three numbers that can mean anything.
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---You can either use the fields or index by a number to get a value from the vector.
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---
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---The following accessors correspond to the following numbers:
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--->1: x, r, u, pitch
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--->2: y, g, v, yaw
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--->3: z, b, roll
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---
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---If you wish to get a number past the third, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 3 values in place of a `Vector3`.
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---The `table` can contain other `table`s to merge them.
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---@class Vector3 : Vector
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---Vector2 ⇐ Vector
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---***
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---A list of two numbers that can mean anything.
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---You can either use the fields or index by a number to get a value from the vector.
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---
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---The following accessors correspond to the following numbers:
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--->1: x, r, u, pitch
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--->2: y, g, v, yaw
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---
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---If you wish to get a number past the second, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 2 values in place of a `Vector2`.
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---The `table` can contain other `table`s to merge them.
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---@class Vector2 : Vector
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---VectorPos ⇐ Vector
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---***
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---A position in 3D space.
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---This can also be used for 3D scales.
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---
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---The following accessors correspond to the following numbers:
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--->1: x
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--->2: y
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--->3: z
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---
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---If you wish to get a number past the third, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 3 values in place of a `VectorPos`.
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---The `table` can contain other `table`s to merge them.
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---@class VectorPos : Vector
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---VectorAng ⇐ Vector
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---***
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---A list of up to three Euler Angles: pitch, yaw, and (sometimes) roll.
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---
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---The following accessors correspond to the following numbers:
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--->1: pitch
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--->2: yaw
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--->3: roll
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---
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---If you wish to get a number past the third, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 3 values in place of a `VectorAng`.
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---The `table` can contain other `table`s to merge them.
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---@class VectorAng : Vector
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---VectorColor ⇐ Vector
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---***
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---A color value. Stored in `Red, Green, Blue, Alpha` format.
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---Color vectors use numbers between 0 and 1.
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---
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---If your numbers are between 0 and 255, divide your numbers by 255.
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---Ex: To change `<100,237,76>` to fit in a color vector, change it to `<100/255,237/255,76/255>`.
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---
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---Note: Despite there being an `a` accessor, it is very rarely used. Assume it is not used unless
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---otherwise specified.
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---
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---The following accessors correspond to the following numbers:
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--->1: r
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--->2: g
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--->3: b
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--->4: a
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---
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---If you wish to get a number past the fourth, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 4 values in place of a `VectorColor`.
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---The `table` can contain other `table`s to merge them.
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---@class VectorColor : Vector
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---VectorHSV ⇐ VectorColor ⇐ Vector
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---***
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---A color value. Stored in `Hue, Saturation, Value, Alpha` format.
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---Color vectors use numbers between 0 and 1.
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---
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---If your hue is between 0-360, divide it by 360.
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---If your saturation or value are between 0 and 100, divide them by 100.
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---Ex: To change `<290,75,50>` to fit in a color vector, change it to `<290/360,75/100,50/100>`.
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---
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---Note: Despite there being an `a` accessor, it is very rarely used. Assume it is not used unless
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---othewise specified.
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---
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---The following accessors correspond to the following numbers:
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--->1: r (Hue)
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--->2: g (Saturation)
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--->3: b (Value)
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--->4: a
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---
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---If you wish to get a number past the fourth, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 4 values in place of a `VectorHue`.
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---The `table` can contain other `table`s to merge them.
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---@class VectorHSV : VectorColor
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---VectorUV ⇐ Vector
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---***
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---A UV position offset.
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---UV vectors use numbers between 0 and 1.
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---Ex: To convert a UV offset of 10 pixels right and 5 pixels down, use
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---`10/image_width,5/image_height`
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---where `image_width` and `image_height` are the size of your texture in pixels.
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---
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---The following accessors correspond to the following numbers:
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--->1: u
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--->2: v
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---
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---If you wish to get a number past the second, you will need to use
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---different accessors or directly index it. (`Vector[#]`)
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---
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---You can use a `table` with up to 2 values in place of a `VectorUV`.
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---The `table` can contain other `table`s to merge them.
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---@class VectorUV : Vector
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--================================================================================================--
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--===== FUNCTIONS ==============================================================================--
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--================================================================================================--
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---Contains functions for creating and modifying `Vector`s.
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vectors = {}
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---Returns an XYZ Euler representation of the rotation around (axis) by (angle) degrees.
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---@param axis Vector3
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---@param angle number
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---@return VectorAng
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function vectors.axisAngleToEuler(axis, angle) end
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---Returns the XYZ Euler rotation from the given quaternion
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---@param quaternion Vector4
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---@return Vector3
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function vectors.fromQuaternion(quaternion) end
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---Creates a Vector with `x` amount of numbers.
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---@param x 1|2|3|4|5|6
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---@return Vector
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function vectors.getVector(x) end
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---Creates a Color Vector from an HSV vector.
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---
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---Note: The resulting color will not have `a` set.
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---@param vec VectorHSV
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---@return VectorColor
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function vectors.hsvToRGB(vec) end
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---Creates a Color Vector from a 24 bit integer.
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---
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---Note: The resulting color will not have `a` set.
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---@param x integer
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---@return VectorColor
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function vectors.intToRGB(x) end
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---Applies linear interpolation to two Vectors.
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---Returns a `Vector` that is between `Vector a` and `Vector b`,
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---using `c` as the distance from `Vector a` to `Vector b`.
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---
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---Ex: A `c` of .5 will be in directly between the two `Vector`s
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---and a `c` of .25 will be 25% of the way from `Vector a` to `Vector b`
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---@param a Vector
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---@param b Vector
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---@param c number
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---@return Vector
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function vectors.lerp(a, b, c) end
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---Creates a Vector from a table.
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---@param t number[]
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---@return Vector
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---
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function vectors.of(t) end
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---Creates an HSV Vector from a Color Vector.
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---@param vec VectorColor
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---@return VectorHSV
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function vectors.rgbToHSV(vec) end
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---Creates a number from a Color Vector.
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---@param vec VectorColor
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---@return integer
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function vectors.rgbToINT(vec) end
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---Return a vector after it has been rotated around the given axis by `angle` degrees.
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---@param vector Vector
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---@param axis Vector
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---@param angle number
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---@return Vector
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function vectors.rotateAroundAxis(vector, axis, angle) end
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---Returns a vector after it is rotated by the given quaternion.
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---The vectors given must be in radians.
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---The output will also be in radians.
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---@param vector VectorAng
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---@param quaternion Vector4
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---@return VectorAng
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function vectors.rotateWithQuaternion(vector, quaternion) end
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---Returns a quaternion from the given XYZ Euler rotation.
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---@param vector Vector3
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---@return Vector4
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function vectors.toQuaternion(vector) end
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---Creates a Position Vector from a block coordinate.
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---
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---You can use this function to place a `NO_PARENT` part at an exact block coordinate.
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---@param vec VectorPos
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---@return VectorPos
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function vectors.worldToPart(vec) end
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---Same as `<CustomModelPart>.worldToPartPos()` but tied with the camera instead.
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---@param offset VectorPos
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---@return VectorPos
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function vectors.worldToCameraPos(offset) end
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---Returns the position on the screen where a given world position is.
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---
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---The first two values are the X and Y position of the coordinate on the screen. (From `-1` to `1`)
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---The third value is some value that is `>1` when the coordinate is in front of the screen and `<1`
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---when behind the screen.
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---The fourth value is the distance of the coordinate from the camera.
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---@param pos VectorPos
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---@return Vector4
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function vectors.worldToScreenSpace(pos) end
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