mirror of
https://github.com/vrld/hump.git
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392 lines
8.9 KiB
Plaintext
392 lines
8.9 KiB
Plaintext
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hump.vector
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===========
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::
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vector = require "hump.vector"
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A handy 2D vector class providing most of the things you do with vectors.
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You can access the individual coordinates by ``vec.x`` and ``vec.y``.
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.. note::
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The vectors are stored as tables. Most operations create new vectors and
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thus new tables, which *may* put
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**Example**::
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function player:update(dt)
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local delta = vector(0,0)
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if love.keyboard.isDown('left') then
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delta.x = -1
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elseif love.keyboard.isDown('right') then
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delta.x = 1
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end
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if love.keyboard.isDown('up') then
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delta.y = -1
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elseif love.keyboard.isDown('down') then
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delta.y = 1
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end
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delta:normalize_inplace()
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player.velocity = player.velocity + delta * player.acceleration * dt
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if player.velocity:len() > player.max_velocity then
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player.velocity = player.velocity:normalized() * player.max_velocity
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end
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player.position = player.position + player.velocity * dt
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end
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Vector arithmetic
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-----------------
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**hump** provides vector arithmetic by implement the corresponding metamethods
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(``__add``, ``__mul``, etc.). Here are the semantics:
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``vector + vector = vector``
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Component wise sum: \((a,b) + (x,y) = (a+x, b+y)\)
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``vector - vector = vector``
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Component wise difference: \((a,b) - (x,y) = (a-x, b-y)\)
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``vector * vector = number``
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Dot product: \((a,b) * (x,y) = a*x + b*y\)
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``number * vector = vector``
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Scalar multiplication/scaling: \((a,b) * s = (s*a, s*b)\)
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``vector * number = vector``
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Scalar multiplication/scaling: \(s * (x,y) = (s*x, s*y)\)
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``vector / number = vector``
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Scalar multiplication/scaling: \((a,b) / s = (a/s, b/s)\).
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Common relations are also defined:
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``a == b``
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Same as ``a.x == b.x and a.y == b.y``.
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``a <= b``
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Same as ``a.x <= b.x and a.y <= b.y``.
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``a < b``
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Lexicographical order: ``a.x < b.x or (a.x == b.x and a.y < b.y)``.
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**Example**::
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-- acceleration, player.velocity and player.position are vectors
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acceleration = vector(0,-9)
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player.velocity = player.velocity + acceleration * dt
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player.position = player.position + player.velocity * dt
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Function Reference
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------------------
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.. function:: vector.new(x,y)
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:param numbers x,y: Coordinates.
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:returns: The vector.
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Create a new vector.
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**Examples**::
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a = vector.new(10,10)
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::
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-- as a shortcut, you can call the module like a function:
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vector = require "hump.vector"
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a = vector(10,10)
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.. function:: vector.isvector(v)
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:param mixed v: The variable to test.
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:returns: ``true`` if ``v`` is a vector, ``false`` otherwise.
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Test whether a variable is a vector.
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**Example**::
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if not vector.isvector(v) then
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v = vector(v,0)
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end
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.. function:: vector.vector:clone()
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:returns: Copy of the vector.
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Copy a vector. Assigning a vector to a variable will create a *reference*, so
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when modifying the vector referenced by the new variable would also change the
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old one::
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a = vector(1,1) -- create vector
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b = a -- b references a
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c = a:clone() -- c is a copy of a
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b.x = 0 -- changes a,b and c
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print(a,b,c) -- prints '(1,0), (1,0), (1,1)'
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**Example**::
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copy = original:clone()
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.. function:: vector.vector:unpack()
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:returns: The coordinates ``x,y``.
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Extract coordinates.
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**Examples**::
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x,y = pos:unpack()
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::
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love.graphics.draw(self.image, self.pos:unpack())
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.. function:: vector.vector:permul(other)
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:param vector other: The second source vector.
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:returns: Vector whose components are products of the source vectors.
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Multiplies vectors coordinate wise, i.e. ``result = vector(a.x * b.x, a.y *
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b.y)``.
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This does not change either argument vectors, but creates a new one.
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**Example**::
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-- scale with different magnitudes
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scaled = original:permul(vector(1,1.5))
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.. function:: vector.vector:len()
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:returns: ``number`` Length of the vector.
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Get length of a vector, i.e. ``math.sqrt(vec.x * vec.x + vec.y * vec.y)``.
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**Example**::
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distance = (a - b):len()
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.. function:: vector.vector:len2()
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:returns: ``number`` Squared length of the vector.
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Get squared length of a vector, i.e. ``vec.x * vec.x + vec.y * vec.y``.
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**Example**::
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-- get closest vertex to a given vector
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closest, dsq = vertices[1], (pos - vertices[1]):len2()
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for i = 2,#vertices do
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local temp = (pos - vertices[i]):len2()
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if temp < dsq then
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closest, dsq = vertices[i], temp
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end
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end
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.. function:: vector.vector:dist(other)
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:param vector other: Other vector to measure the distance to.
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:returns: ``number`` The distance of the vectors.
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Get distance of two vectors. The same as ``(a - b):len()``.
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**Example**::
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-- get closest vertex to a given vector
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-- slightly slower than the example using len2()
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closest, dist = vertices[1], pos:dist(vertices[1])
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for i = 2,#vertices do
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local temp = pos:dist(vertices[i])
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if temp < dist then
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closest, dist = vertices[i], temp
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end
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end
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.. function:: vector.vector:dist2(other)
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:param vector other: Other vector to measure the distance to.
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:returns: ``number`` The squared distance of the vectors.
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Get squared distance of two vectors. The same as ``(a - b):len2()``.
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**Example**::
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-- get closest vertex to a given vector
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-- slightly faster than the example using len2()
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closest, dsq = vertices[1], pos:dist2(vertices[1])
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for i = 2,#vertices do
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local temp = pos:dist2(vertices[i])
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if temp < dsq then
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closest, dsq = vertices[i], temp
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end
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end
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.. function:: vector.vector:normalized()
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:returns: ``vector`` Vector with same direction as the input vector, but length 1.
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Get normalized vector, i.e. a vector with the same direction as the input
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vector, but with length 1.
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This does not change the input vector, but creates a new vector.
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**Example**::
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direction = velocity:normalized()
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.. function:: vector.vector:normalize_inplace()
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:returns: ``vector`` Itself - the normalized vector
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Normalize a vector, i.e. make the vector unit length. Great to use on
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intermediate results.
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**This modifies the vector. If in doubt, use
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[``vector:normalized()``](#hump.vectornormalized).**
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**Example**::
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normal = (b - a):perpendicular():normalize_inplace()
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.. function:: vector.vector:rotated(angle)
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:param number angle: Rotation angle in radians.
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:returns: ``vector`` The rotated vector
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Get a rotated vector.
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This does not change the input vector, but creates a new vector.
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**Example**::
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-- approximate a circle
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circle = {}
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for i = 1,30 do
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local phi = 2 * math.pi * i / 30
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circle[#circle+1] = vector(0,1):rotated(phi)
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end
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**Sketch**::
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![Rotated vector sketch](vector-rotated.png)
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.. function:: vector.vector:rotate_inplace(angle)
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:param number angle: Rotation angle in radians.
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:returns: ``vector`` Itself - the rotated vector
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Rotate a vector in-place. Great to use on intermediate results.
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**This modifies the vector. If in doubt, use
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[``vector:rotated()``](#hump.vectorvector:rotated).**
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**Example**::
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-- ongoing rotation
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spawner.direction:rotate_inplace(dt)
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.. function:: vector.vector:perpendicular()
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:returns: ``vector`` A vector perpendicular to the input vector
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Quick rotation by 90°. Creates a new vector. The same (but faster) as
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``vec:rotate(math.pi/2)``.
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**Example**::
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normal = (b - a):perpendicular():normalize_inplace()
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**Sketch**::
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![Perpendiculat vector sketch](vector-perpendicular.png)
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.. function:: vector.vector:projectOn(v)
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:param vector v: The vector to project on.
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:returns: ``vector`` The projected vector.
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Project vector onto another vector (see sketch).
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**Example**::
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velocity_component = velocity:projectOn(axis)
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**Sketch**::
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![Projected vector sketch](vector-projectOn.png)
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.. function:: vector.vector:mirrorOn(v)
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:param vector v: The vector to mirror on.
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:returns: ``vector`` The mirrored vector.
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Mirrors vector on the axis defined by the other vector.
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**Example**::
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deflected_velocity = ball.velocity:mirrorOn(surface_normal)
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**Sketch**::
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![Mirrored vector sketch](vector-mirrorOn.png)
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.. function:: vector.vector:cross(other)
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:param vector other: Vector to compute the cross product with.
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:returns: ``number`` Cross product of both vectors.
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Get cross product of both vectors. Equals the area of the parallelogram spanned
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by both vectors.
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**Example**::
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parallelogram_area = a:cross(b)
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.. function:: vector.vector:angleTo(other)
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:param vector other (optional): Vector to measure the angle to.
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:returns: ``number`` Angle in radians.
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Measures the angle between two vectors. If ``other`` is omitted it defaults
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to the vector ``(0,0)``, i.e. the function returns the angle to the coordinate
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system.
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**Example**::
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lean = self.upvector:angleTo(vector(0,1))
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if lean > .1 then self:fallOver() end
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