gut trig and use vector3 lib in game script
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		@@ -1,22 +1,13 @@
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-- called every frame, with constant delta time
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local capture = false
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local trig = require "trig"
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local Vector3l = require "vector3"
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local function Vector3(x, y, z)
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    if y == nil then
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        return {x = x, y = x, z = x}
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    end
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    return {x = x, y = y, z = z}
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end
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local Vector3 = require "vector3"
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local rot = 0
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local rot_spd = 0.05
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local spd = 0.07
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local pos = Vector3(0)
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local pos = Vector3()
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local function Vector2(x, y)
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    if y == nil then
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@@ -48,6 +39,7 @@ function game_tick()
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    if ctx.initialization_needed then
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        -- ctx.udata persists on reload
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        ctx.udata = {}
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        print(Vector3(5, 0, 0))
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    end
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    ctx.mouse_capture = capture
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    input_action{name="quit", control="SPACE"}
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@@ -64,15 +56,16 @@ function game_tick()
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            capture = false
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        end
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    end
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    local dir = draw_camera_from_principal_axes{position = pos, yaw = rot}.direction
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    local dir = Vector3(draw_camera_from_principal_axes{position = pos, yaw = rot}.direction)
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    dir.y = 0
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    dir = trig.v3_normalized(dir)
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    dir = dir:normalized()
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    local rot_d = b2n(input_action_pressed{name = "right"}) - b2n(input_action_pressed{name = "left"})
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    rot = rot + rot_d * rot_spd
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    local mov_d = b2n(input_action_pressed{name = "forward"}) - b2n(input_action_pressed{name = "back"})
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    pos = trig.v3_add(pos, trig.v3_mult(dir, spd * mov_d))
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    -- pos = trig.v3_add(pos, trig.v3_mult(dir, spd * mov_d))
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    pos = pos + dir * spd * mov_d
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    draw_billboard{position = Vector3(5, 0, 0), size = Vector2(1, 1), texture = "images/duck.png"}
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end
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@@ -1,38 +1,3 @@
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local M = {}
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function M.v3_length_squared(v)
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  local x2 = v.x * v.x
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  local y2 = v.y * v.y
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  local z2 = v.z * v.z
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  return x2 + y2 + z2
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end
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function M.v3_normalized(v)
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  local length = math.sqrt(M.v3_length_squared(v))
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  local new_vec = {
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    x = v.x / length,
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    y = v.y / length,
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    z = v.z / length,
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  }
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  return new_vec
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end
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function M.v3_mult(v, f)
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  return {
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    x = v.x * f,
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    y = v.y * f,
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    z = v.z * f,
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  }
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end
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function M.v3_add(v1, v2)
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  return {
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    x = v1.x + v2.x,
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    y = v1.y + v2.y,
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    z = v1.z + v2.z,
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  }
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end
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return M
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