worldeditadditions_core.vector = {} -- -- @deprecated Use Vector3 instead. -- function worldeditadditions_core.vector.tostring(v) -- if not v then return "(nil)" end -- return "(" .. v.x ..", " .. v.y ..", " .. v.z ..")" -- end -- --- Calculates the length squared of the given vector. -- -- @deprecated Use Vector3 instead. -- -- @param v Vector The vector to operate on -- -- @return number The length of the given vector squared -- function worldeditadditions_core.vector.lengthsquared(v) -- if not v.y then return v.x*v.x + v.z*v.z end -- return v.x*v.x + v.y*v.y + v.z*v.z -- end --- Normalises the given vector such that its length is 1. -- Also known as calculating the unit vector. -- This method does *not* mutate. -- @deprecated Use Vector3 instead. -- @param v Vector The vector to calculate from. -- @return Vector A new normalised vector. -- function worldeditadditions_core.vector.normalize(v) -- local length = math.sqrt(worldeditadditions_core.vector.lengthsquared(v)) -- if not v.y then return { -- x = v.x / length, -- z = v.z / length -- } end -- return { -- x = v.x / length, -- y = v.y / length, -- z = v.z / length -- } -- end --- Rounds the values in a vector down. -- Warning: This MUTATES the given vector! -- @deprecated Use Vector3 instead. -- @param v Vector The vector to operate on -- function worldeditadditions_core.vector.floor(v) -- if v.x then v.x = math.floor(v.x) end -- -- Some vectors are 2d, but on the x / z axes -- if v.y then v.y = math.floor(v.y) end -- -- Some vectors are 2d -- if v.z then v.z = math.floor(v.z) end -- end --- Rounds the values in a vector up. -- Warning: This MUTATES the given vector! -- @deprecated Use Vector3 instead. -- @param v Vector The vector to operate on -- function worldeditadditions_core.vector.ceil(v) -- if v.x then v.x = math.ceil(v.x) end -- -- Some vectors are 2d, but on the x / z axes -- if v.y then v.y = math.ceil(v.y) end -- -- Some vectors are 2d -- if v.z then v.z = math.ceil(v.z) end -- end --- Sets the values in a vector to their absolute values. -- Warning: This MUTATES the given vector! -- @deprecated Use Vector3 instead. -- @param v Vector The vector to operate on -- function worldeditadditions_core.vector.abs(v) -- if v.x then v.x = math.abs(v.x) end -- -- Some vectors are 2d, but on the x / z axes -- if v.y then v.y = math.abs(v.y) end -- -- Some vectors are 2d -- if v.z then v.z = math.abs(v.z) end -- end --- Determines if the target point is contained within the defined worldedit region. -- @deprecated Use Vector3 instead. -- @param pos1 Vector pos1 of the defined region. -- @param pos2 Vector pos2 of the defined region. -- @param target Vector The target vector to check. -- @return boolean Whether the given target is contained within the defined worldedit region. -- function worldeditadditions_core.vector.is_contained(pos1, pos2, target) -- local pos1, pos2 = worldedit.sort_pos(pos1, pos2) -- return pos1.x >= target.x -- and pos1.y >= target.y -- and pos1.z >= target.z -- and pos2.x <= target.x -- and pos2.y <= target.y -- and pos2.z <= target.z -- end --- Expands the defined region to include the given point. -- @deprecated Use Vector3 instead. -- @param pos1 Vector pos1 of the defined region. -- @param pos2 Vector pos2 of the defined region. -- @param target Vector The target vector to include. -- function worldeditadditions_core.vector.expand_region(pos1, pos2, target) -- local pos1, pos2 = worldedit.sort_pos(pos1, pos2) -- if target.x < pos1.x then pos1.x = target.x end -- if target.y < pos1.y then pos1.y = target.y end -- if target.z < pos1.z then pos1.z = target.z end -- if target.x > pos2.x then pos2.x = target.x end -- if target.y > pos2.y then pos2.y = target.y end -- if target.z > pos2.z then pos2.z = target.z end -- return pos1, pos2 -- end --- Returns the mean (average) of 2 positions to give you the centre. -- @deprecated Use Vector3 instead. -- @param pos1 Vector pos1 of the defined region. -- @param pos2 Vector pos2 of the defined region. -- @param target Vector Centre coordinates. function worldeditadditions_core.vector.mean(pos1, pos2) return vector.new((pos1.x + pos2.x)/2, (pos1.y + pos2.y)/2, (pos1.z + pos2.z)/2) end --- Returns a vector of the min values of 2 positions. -- @deprecated Use Vector3 instead. -- @param pos1 Vector pos1 of the defined region. -- @param pos2 Vector pos2 of the defined region. -- @return Vector Min values from input vectors. -- function worldeditadditions_core.vector.min(pos1, pos2) -- return vector.new(math.min(pos1.x, pos2.x), math.min(pos1.y, pos2.y), math.min(pos1.z, pos2.z)) -- end --- Returns a vector of the max values of 2 positions. -- @deprecated Use Vector3 instead. -- @param pos1 Vector pos1 of the defined region. -- @param pos2 Vector pos2 of the defined region. -- @return Vector Max values from input vectors. -- function worldeditadditions_core.vector.max(pos1, pos2) -- return vector.new(math.max(pos1.x, pos2.x), math.max(pos1.y, pos2.y), math.max(pos1.z, pos2.z)) -- end