229 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			229 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
--[[
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    https://github.com/overextended/ox_lib
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    This file is licensed under LGPL-3.0 or higher <https://www.gnu.org/licenses/lgpl-3.0.en.html>
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    Copyright © 2025 Linden <https://github.com/thelindat>
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]]
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---@class oxmath : mathlib
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lib.math = math
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local function parseNumber(input, min, max, round)
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    local n = tonumber(input)
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    if not n then
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        error(("value cannot be converted into a number (received %s)"):format(input), 3)
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    end
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    n = round and math.floor(n + 0.5) or n
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    if min and n < min then
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        error(("value does not meet minimum value of '%s' (received %s)"):format(min, n), 3)
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    end
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    if max and n > max then
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        error(("value exceeds maximum value of '%s' (received %s)"):format(max, n), 3)
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    end
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    return n
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end
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---Takes a string and returns a set of scalar values.
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---@param input string
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---@param min? number
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---@param max? number
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---@param round? boolean
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---@return number? ...
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function math.toscalars(input, min, max, round)
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    local arr = {}
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    local i = 0
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    for s in string.gmatch(input:gsub('[%w]+%w?%(', ''), '(-?[%w.%w]+)') do
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        local n = parseNumber(s, min, max, round and (round == true or i < round))
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        i += 1
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        arr[i] = n
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    end
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    return table.unpack(arr)
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end
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---Tries to convert its argument to a vector.
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---@param input string | table
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---@param min? number
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---@param max? number
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---@param round? boolean | number If round is a number, only round n values.
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---@return number | vector2 | vector3 | vector4
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function math.tovector(input, min, max, round)
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    local inputType = type(input)
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    if inputType == 'string' then
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        ---@diagnostic disable-next-line: param-type-mismatch
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        return vector(math.toscalars(input, min, max, round))
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    end
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    if inputType == 'table' then
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        for _, v in pairs(input) do
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            parseNumber(v, min, max, round)
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        end
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        if table.type(input) == 'array' then
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            return vector(table.unpack(input))
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        end
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        -- vector doesn't accept literal nils
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        return input.w and vector4(input.x, input.y, input.z, input.w)
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            or input.z and vector3(input.x, input.y, input.z)
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            or input.y and vector2(input.x, input.y)
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            or input.x + 0.0
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    end
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    error(('cannot convert %s to a vector value'):format(inputType), 2)
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end
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---Tries to convert a surface Normal to a Rotation.
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---@param input vector3
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---@return vector3
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function math.normaltorotation(input)
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    local inputType = type(input)
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    if inputType == 'vector3' then
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        local pitch = -math.asin(input.y) * (180.0 / math.pi)
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        local yaw = math.atan(input.x, input.z) * (180.0 / math.pi)
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        return vec3(pitch, yaw, 0.0)
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    end
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    error(('cannot convert type %s to a rotation vector'):format(inputType), 2)
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end
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---Tries to convert its argument to a vector4.
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---@param input string | table
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---@return vector4
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function math.torgba(input)
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    local res = math.tovector(input, 0, 255, 3)
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    assert(type(res) == 'vector4', 'cannot convert input to rgba')
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    parseNumber(res.a, 0, 1)
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    return res
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end
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---Takes a hexidecimal string and returns three integers.
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---@param input string
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---@return integer
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---@return integer
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---@return integer
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function math.hextorgb(input)
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    local r, g, b = string.match(input, '([^#]+.)(..)(..)')
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    return tonumber(r, 16), tonumber(g, 16), tonumber(b, 16)
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end
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---Formats a number as a hexadecimal string.
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---@param n number | string
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---@param upper? boolean
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---@return string
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function math.tohex(n, upper)
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    local formatString = ('0x%s'):format(upper and '%X' or '%x')
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    return formatString:format(n)
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end
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---Converts input number into grouped digits
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---@param number number
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---@param seperator? string
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---@return string
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function math.groupdigits(number, seperator) -- credit http://richard.warburton.it
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    local left, num, right = string.match(number, '^([^%d]*%d)(%d*)(.-)$')
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    return left .. (num:reverse():gsub('(%d%d%d)', '%1' .. (seperator or ',')):reverse()) .. right
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end
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---Clamp a number between 2 other numbers
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---@param val number
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---@param lower number
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---@param upper number
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---@return number
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function math.clamp(val, lower, upper)                    -- credit https://love2d.org/forums/viewtopic.php?t=1856
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    if lower > upper then lower, upper = upper, lower end -- swap if boundaries supplied the wrong way
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    return math.max(lower, math.min(upper, val))
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end
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---Calculates an intermediate value between `start` and `finish` based on the interpolation `factor`.
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---@generic T : number | vector2 | vector3 | vector4
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---@param start T
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---@param finish T
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---@param factor integer The interpolation factor between 0 and 1.
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---@return T
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function math.interp(start, finish, factor)
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    return start + (finish - start) * factor
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end
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local function interpolateTable(start, finish, factor)
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    local interp = math.interp
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    local result = {}
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    for k, v in pairs(start) do
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        result[k] = interp(v, finish[k], factor)
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    end
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    return result
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end
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---Linearly interpolates between two values over a specified duration, returning an iterator function that will run once per game-frame.
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---@generic T : number | table | vector2 | vector3 | vector4
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---@param start T -- The starting value of the interpolation.
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---@param finish T -- The ending value of the interpolation.
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---@param duration number -- The duration over which to interpolate over in milliseconds.
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---@return fun(): T, number
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function math.lerp(start, finish, duration)
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    local startTime = GetGameTimer()
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    local typeStart = type(start)
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    local typeFinish = type(finish)
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    if typeStart ~= 'number' and typeStart ~= 'vector2' and typeStart ~= 'vector3' and typeStart ~= 'vector4' and typeStart ~= 'table' then
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        error(("expected argument 1 to have type '%s' (received %s)"):format('number | table | vector2 | vector3 | vector4', typeStart))
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    end
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    assert(typeFinish == typeStart, ("expected argument 2 to have type '%s' (received %s)"):format(typeStart, typeFinish))
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    local interpFn = typeStart == 'table' and interpolateTable or math.interp
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    local step
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    return function()
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        if not step then
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            step = 0
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            return start, step
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        end
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        if step == 1 then return end
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        Wait(0)
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        step = math.min((GetGameTimer() - startTime) / duration, 1)
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        if step < 1 then
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            return interpFn(start, finish, step), step
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        end
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        return finish, step
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    end
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end
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---Rounds a number to a whole number or to the specified number of decimal places.
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---@param value number | string
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---@param places? number | string
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---@return number
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function math.round(value, places)
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    if type(value) == 'string' then value = tonumber(value) end
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    if type(value) ~= 'number' then error('Value must be a number') end
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    if places then
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        if type(places) == 'string' then places = tonumber(places) end
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        if type(places) ~= 'number' then error('Places must be a number') end
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        if places > 0 then
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            local mult = 10 ^ (places or 0)
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            return math.floor(value * mult + 0.5) / mult
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        end
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    end
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    return math.floor(value + 0.5)
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end
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return lib.math
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