not working FUCK YOU MATH
This commit is contained in:
		@@ -1,5 +1,6 @@
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local Vector3 = require("types.vector3")
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					local Vector3 = require("types.vector3")
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local Signal = require("types.signal")
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					local Signal = require("types.signal")
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					local AABB = require("types.aabb")
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local Player = {
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					local Player = {
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  position = Vector3(0, 1, 0),
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					  position = Vector3(0, 1, 0),
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@@ -13,9 +14,81 @@ local Player = {
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  accel = 0.3,
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					  accel = 0.3,
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					  aabb = nil,
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					  test_intersect = nil,
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  ThrowPressed = Signal.new(),
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					  ThrowPressed = Signal.new(),
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}
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					}
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					local aabb_offset = Vector3(-0.25, -1, -0.25)
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					---@param aabb AABB
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					---@param other AABB
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					---@param velocity Vector3
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					---@return Vector3, Vector3
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					local function resolve_collision(aabb, other, velocity)
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					  local my_min = aabb.min
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					  local my_max = aabb:get_max()
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					  local other_min = other.min
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					  local other_max = other:get_max()
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					  local overlap_x = math.min(my_max.x - other_min.x, other_max.x - my_min.x)
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					  local overlap_y = math.min(my_max.y - other_min.y, other_max.y - my_min.y)
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					  local overlap_z = math.min(my_max.z - other_min.z, other_max.z - my_min.z)
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					  local min_overlap = math.min(overlap_x, overlap_y, overlap_z)
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					  local new_pos = my_min:copy()
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					  local new_vel = velocity:copy()
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					  if min_overlap == overlap_x then
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					    if velocity.x > 0 then
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					      new_pos.x = other_min.x - (my_max.x - my_min.x)
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					    elseif velocity.x < 0 then
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					      new_pos.x = other_max.x
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					    else
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					      if my_min.x < other_min.x then
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					        new_pos.x = other_min.x - (my_max.x - my_min.x)
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					      else
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					        new_pos.x = other_max.x
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					      end
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					    end
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					    new_vel.x = 0
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					  elseif min_overlap == overlap_y then
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					    if velocity.y > 0 then
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					      new_pos.y = other_min.y - (my_max.y - my_min.y)
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					    elseif velocity.y < 0 then
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					      new_pos.y = other_max.y
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					    else
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					      if my_min.y < other_min.y then
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					        new_pos.y = other_min.y - (my_max.y - my_min.y)
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					      else
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					        new_pos.y = other_max.y
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					      end
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					    end
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					    new_vel.y = 0
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					  elseif min_overlap == overlap_z then
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					    if velocity.z > 0 then
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					      new_pos.z = other_min.z - (my_max.z - my_min.z)
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					    elseif velocity.z < 0 then
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					      new_pos.z = other_max.z
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					    else
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					      if my_min.z < other_min.z then
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					        new_pos.z = other_min.z - (my_max.z - my_min.z)
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					      else
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					        new_pos.z = other_max.z
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					      end
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					    end
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					    new_vel.z = 0
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					  end
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					  return new_pos, new_vel
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					end
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					function Player:init()
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					  self.aabb = AABB.new(Vector3(-0.25, 0, -0.25), Vector3(0.5, 1.1, 0.5))
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					end
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function Player:tick(ctx)
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					function Player:tick(ctx)
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  input_action{name = "left", control = "A"}
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					  input_action{name = "left", control = "A"}
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  input_action{name = "right", control = "D"}
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					  input_action{name = "right", control = "D"}
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@@ -34,17 +107,39 @@ function Player:tick(ctx)
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  local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
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					  local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
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  local target_vel = direction * self.speed
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					  local target_vel = direction * self.speed
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  self.velocity = self.velocity:lerp(target_vel, self.accel)
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					  -- self.velocity = self.velocity:lerp(target_vel, self.accel)
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					  self.velocity = target_vel:copy()
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					  self.position = self.position + self.velocity
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					  if self.aabb:intersects(self.test_intersect) then
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					    local new_pos, new_vel = resolve_collision(self.aabb, self.test_intersect, self.velocity)
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					    self.position:set(
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					      new_pos.x - aabb_offset.x,
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					      new_pos.y - aabb_offset.y,
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					      new_pos.z - aabb_offset.z
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					    )
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					    self.aabb.min:set(
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					      self.position.x + aabb_offset.x,
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					      self.position.y + aabb_offset.y,
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					      self.position.z + aabb_offset.z
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					    )
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					    self.velocity:sett(new_vel)
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					  end
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  if input_action_just_pressed{name = "throw"} then
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					  if input_action_just_pressed{name = "throw"} then
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    self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
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					    self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
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  end
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					  end
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					  -- self.aabb.min = self.position + aabb_offset
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					  self.aabb.min:set(
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					    self.position.x + aabb_offset.x,
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					    self.position.y + aabb_offset.y,
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					    self.position.z + aabb_offset.z
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					  )
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  if ctx.mouse_capture then
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					  if ctx.mouse_capture then
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    self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
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					    self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
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  end
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					  end
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  self.position = self.position + self.velocity
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					  self.aabb:draw()
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end
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					end
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return Player
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					return Player
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@@ -5,7 +5,7 @@ local List = require "types.list"
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local AABB = require "types.aabb"
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					local AABB = require "types.aabb"
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local test_aabb = AABB.new(
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					local test_aabb = AABB.new(
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  Vector3(),
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					  Vector3(-1, 0, 3),
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  Vector3(1, 2, 1)
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					  Vector3(1, 2, 1)
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)
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					)
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@@ -50,6 +50,8 @@ end
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function game_tick()
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					function game_tick()
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  -- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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					  -- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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  if ctx.initialization_needed then
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					  if ctx.initialization_needed then
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					    player:init()
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					    player.test_intersect = test_aabb
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    -- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
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					    -- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
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    player.ThrowPressed:connect(create_feed)
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					    player.ThrowPressed:connect(create_feed)
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@@ -65,4 +65,21 @@ function AABB:draw()
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  draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
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					  draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
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end
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					end
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					---returns true if the point is inside this aabb
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					---@param point Vector3
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					---@return boolean
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					function AABB:has_point(point)
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					  local max = self:get_max()
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					  return point > self.min and point < max
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					end
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					---returns true if `other` intersects this AABB
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					---@param other AABB
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					---@return boolean
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					function AABB:intersects(other)
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					  local my_max = self:get_max()
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					  local other_max = other:get_max()
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					  return self.min <= other_max and my_max >= other.min
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					end
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return AABB
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					return AABB
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@@ -155,6 +155,20 @@ function Vector3:__tostring()
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  return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
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					  return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
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end
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					end
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					-- note: the < and <= operators of this class are component-wise rather than lexicographic (that is, htey are useful for bounds checking but are not suitable for sorting.)
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					function Vector3:__lt(b)
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					  local err, other = coerce(b, true)
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					  if err then return nil end
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					  return self.x < other.x and self.y < other.y and self.z < other.z
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					end
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					function Vector3:__le(b)
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					  local err, other = coerce(b, true)
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					  if err then return nil end
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					  return self.x <= other.x and self.y <= other.y and self.z <= other.z
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					end
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Vector3.__index = Vector3
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					Vector3.__index = Vector3
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--------API--------
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					--------API--------
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@@ -246,6 +260,24 @@ function Vector3:rotate(axis, angle)
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  return self
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					  return self
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end
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					end
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					---In place set.
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					---@param x number
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					---@param y number
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					---@param z number
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					---@return Vector3
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					function Vector3:set(x, y, z)
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					  self.x, self.y, self.z = x, y, z
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					  return self
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					end
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					---In place set.
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					---@param t vectorlike
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					---@return Vector3
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					function Vector3:sett(t)
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					  self.x, self.y, self.z = t.x, t.y, t.z
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					  return self
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					end
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---Returns a copy of this vector.
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					---Returns a copy of this vector.
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---@return Vector3
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					---@return Vector3
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function Vector3:copy()
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					function Vector3:copy()
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	Block a user