_CObject = { __index = function (t,k) return _get_field(t['_lot'], t['_pointer'], k, t) end, __newindex = function (t,k,v) _set_field(t['_lot'], t['_pointer'], k, v, t) end, __eq = function (a, b) return a['_pointer'] == b['_pointer'] and a['_lot'] == b['_lot'] and a['_pointer'] ~= nil and a['_lot'] ~= nil end } _CPointer = { __index = function (t,k) return nil end, __newindex = function (t,k,v) end, __tostring = function(t) return 'CPointer: ' .. t['_lvt'] .. ', [' .. string.format('0x%08X', t['_pointer']) .. ']' end, __eq = function (a, b) return a['_pointer'] == b['_pointer'] and a['_pointer'] ~= nil and a['_lvt'] ~= nil end } _SyncTable = { __index = function (t,k) local _table = rawget(t, '_table') return _table[k] end, __newindex = function (t,k,v) local _table = rawget(t, '_table') if _table[k] == v then return end _set_sync_table_field(t, k, v) end } _ReadOnlyTable = { __index = function (t,k) local _table = rawget(t, '_table') return _table[k] end, __newindex = function (t,k,v) end } --- @param dest Vec3f --- @param src Vec3f --- @return Vec3f function vec3f_copy(dest, src) dest.x = src.x dest.y = src.y dest.z = src.z return dest end --- @param dest Vec3f --- @param x number --- @param y number --- @param z number --- @return Vec3f function vec3f_set(dest, x, y, z) dest.x = x dest.y = y dest.z = z return dest end --- @param dest Vec3f --- @param a Vec3f --- @return Vec3f function vec3f_add(dest, a) dest.x = dest.x + a.x dest.y = dest.y + a.y dest.z = dest.z + a.z return dest end --- @param dest Vec3f --- @param a Vec3f --- @param b Vec3f --- @return Vec3f function vec3f_sum(dest, a, b) dest.x = a.x + b.x dest.y = a.y + b.y dest.z = a.z + b.z return dest end --- @param dest Vec3f --- @param a number --- @return Vec3f function vec3f_mul(dest, a) dest.x = dest.x * a dest.y = dest.y * a dest.z = dest.z * a return dest end --- @param dest Vec3f --- @return Vec3f function vec3f_normalize(dest) local divisor = math.sqrt(dest.x * dest.x + dest.y * dest.y + dest.z * dest.z) if divisor == 0 then return dest end local invsqrt = 1.0 / divisor dest.x = dest.x * invsqrt dest.y = dest.y * invsqrt dest.z = dest.z * invsqrt return dest end --- @param a Vec3f --- @return number function vec3f_length(a) return math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z) end --- @param a Vec3f --- @param b Vec3f --- @return number function vec3f_dot(a, b) return a.x * b.x + a.y * b.y + a.z * b.z end --- @param vec Vec3f --- @param onto Vec3f --- @return Vec3f function vec3f_project(vec, onto) local numerator = vec3f_dot(vec, onto) local denominator = vec3f_dot(onto, onto) local out = {} vec3f_copy(out, onto) vec3f_mul(out, numerator / denominator) return out end --- @param v1 Vec3f --- @param v2 Vec3f --- @return number function vec3f_dist(v1, v2) dx = v1.x - v2.x dy = v1.y - v2.y dz = v1.z - v2.z return math.sqrt(dx * dx + dy * dy + dz * dz) end --- @param dest Vec3s --- @param src Vec3s --- @return Vec3s function vec3s_copy(dest, src) dest.x = src.x dest.y = src.y dest.z = src.z return dest end --- @param dest Vec3s --- @param x number --- @param y number --- @param z number --- @return Vec3s function vec3s_set(dest, x, y, z) dest.x = x dest.y = y dest.z = z return dest end --- @param dest Vec3s --- @param a Vec3s --- @return Vec3s function vec3s_add(dest, a) dest.x = dest.x + a.x dest.y = dest.y + a.y dest.z = dest.z + a.z return dest end --- @param dest Vec3s --- @param a Vec3s --- @param b Vec3s --- @return Vec3s function vec3s_sum(dest, a, b) dest.x = a.x + b.x dest.y = a.y + b.y dest.z = a.z + b.z return dest end --- @param dest Vec3s --- @param a number --- @return Vec3s function vec3s_mul(dest, a) dest.x = dest.x * a dest.y = dest.y * a dest.z = dest.z * a return dest end --- @param v1 Vec3s --- @param v2 Vec3s --- @return number function vec3s_dist(v1, v2) dx = v1.x - v2.x dy = v1.y - v2.y dz = v1.z - v2.z return math.sqrt(dx * dx + dy * dy + dz * dz) end --- @param current number --- @param target number --- @param inc number --- @param dec number --- @return number function approach_f32(current, target, inc, dec) if current < target then current = current + inc if current > target then current = target end else current = current - dec if current < target then current = target end end return current; end --- @param current number --- @param target number --- @param inc number --- @param dec number --- @return number function approach_s32(current, target, inc, dec) if current < target then current = current + inc if current > target then current = target end else current = current - dec if current < target then current = target end end return current; end --- @param bank number --- @param playFlags number --- @param soundID number --- @param priority number --- @param flags2 number --- @return number function SOUND_ARG_LOAD(bank, playFlags, soundID, priority, flags2) if flags2 == nil then flags2 = 0 end return ((bank << 28) | (playFlags << 24) | (soundID << 16) | (priority << 8) | (flags2 << 4) | 1) end