hump.vector =========== :: vector = require "hump.vector" A handy 2D vector class providing most of the things you do with vectors. You can access the individual coordinates by ``vec.x`` and ``vec.y``. .. note:: The vectors are stored as tables. Most operations create new vectors and thus new tables, which *may* put the garbage collector under stress. If you experience slowdowns that are caused by hump.vector, try the table-less version :doc:`hump.vector-light `. **Example**:: function player:update(dt) local delta = vector(0,0) if love.keyboard.isDown('left') then delta.x = -1 elseif love.keyboard.isDown('right') then delta.x = 1 end if love.keyboard.isDown('up') then delta.y = -1 elseif love.keyboard.isDown('down') then delta.y = 1 end delta:normalizeInplace() player.velocity = player.velocity + delta * player.acceleration * dt if player.velocity:len() > player.max_velocity then player.velocity = player.velocity:normalized() * player.max_velocity end player.position = player.position + player.velocity * dt end Vector arithmetic ----------------- **hump** provides vector arithmetic by implement the corresponding metamethods (``__add``, ``__mul``, etc.). Here are the semantics: ``vector + vector = vector`` Component wise sum: \\((a,b) + (x,y) = (a+x, b+y)\\) ``vector - vector = vector`` Component wise difference: \\((a,b) - (x,y) = (a-x, b-y)\\) ``vector * vector = number`` Dot product: \\((a,b) \\cdot (x,y) = a\\cdot x + b\\cdot y\\) ``number * vector = vector`` Scalar multiplication/scaling: \\((a,b) \\cdot s = (s\\cdot a, s\\cdot b)\\) ``vector * number = vector`` Scalar multiplication/scaling: \\(s \\cdot (x,y) = (s\\cdot x, s\\cdot y)\\) ``vector / number = vector`` Scalar multiplication/scaling: \\((a,b) / s = (a/s, b/s)\\). Common relations are also defined: ``a == b`` Same as ``a.x == b.x and a.y == b.y``. ``a <= b`` Same as ``a.x <= b.x and a.y <= b.y``. ``a < b`` Lexicographical order: ``a.x < b.x or (a.x == b.x and a.y < b.y)``. **Example**:: -- acceleration, player.velocity and player.position are vectors acceleration = vector(0,-9) player.velocity = player.velocity + acceleration * dt player.position = player.position + player.velocity * dt Function Reference ------------------ .. function:: vector.new(x,y) :param numbers x,y: Coordinates. :returns: The vector. Create a new vector. **Examples**:: a = vector.new(10,10) :: -- as a shortcut, you can call the module like a function: vector = require "hump.vector" a = vector(10,10) .. function:: vector.fromPolar(angle, radius) :param number angle: Angle of the vector in radians. :param number radius: Length of the vector. :returns: The vector in cartesian coordinates. Create a new vector from polar coordinates. The ``angle`` is measured against the vector (1,0), i.e., the x axis. **Examples**:: a = vector.polar(math.pi,10) .. function:: vector.isvector(v) :param mixed v: The variable to test. :returns: ``true`` if ``v`` is a vector, ``false`` otherwise. Test whether a variable is a vector. **Example**:: if not vector.isvector(v) then v = vector(v,0) end .. function:: vector:clone() :returns: Copy of the vector. Copy a vector. Assigning a vector to a variable will create a *reference*, so when modifying the vector referenced by the new variable would also change the old one:: a = vector(1,1) -- create vector b = a -- b references a c = a:clone() -- c is a copy of a b.x = 0 -- changes a,b and c print(a,b,c) -- prints '(1,0), (1,0), (1,1)' **Example**:: copy = original:clone() .. function:: vector:unpack() :returns: The coordinates ``x,y``. Extract coordinates. **Examples**:: x,y = pos:unpack() :: love.graphics.draw(self.image, self.pos:unpack()) .. function:: vector:permul(other) :param vector other: The second source vector. :returns: Vector whose components are products of the source vectors. Multiplies vectors coordinate wise, i.e. ``result = vector(a.x * b.x, a.y * b.y)``. Does not change either argument vectors, but creates a new one. **Example**:: -- scale with different magnitudes scaled = original:permul(vector(1,1.5)) .. function:: vector:len() :returns: Length of the vector. Get length of the vector, i.e. ``math.sqrt(vec.x * vec.x + vec.y * vec.y)``. **Example**:: distance = (a - b):len() .. function:: vector:toPolar() :returns: The vector in polar coordinates (angle, radius). Convert the vector to polar coordinates, i.e., the angle and the radius/lenth. **Example**:: -- complex multiplication p, q = a:toPolar(), b:toPolar() c = vector(p.x+q.x, p.y*q.y) .. function:: vector:len2() :returns: Squared length of the vector. Get squared length of the vector, i.e. ``vec.x * vec.x + vec.y * vec.y``. **Example**:: -- get closest vertex to a given vector closest, dsq = vertices[1], (pos - vertices[1]):len2() for i = 2,#vertices do local temp = (pos - vertices[i]):len2() if temp < dsq then closest, dsq = vertices[i], temp end end .. function:: vector:dist(other) :param vector other: Other vector to measure the distance to. :returns: The distance of the vectors. Get distance of two vectors. The same as ``(a - b):len()``. **Example**:: -- get closest vertex to a given vector -- slightly slower than the example using len2() closest, dist = vertices[1], pos:dist(vertices[1]) for i = 2,#vertices do local temp = pos:dist(vertices[i]) if temp < dist then closest, dist = vertices[i], temp end end .. function:: vector:dist2(other) :param vector other: Other vector to measure the distance to. :returns: The squared distance of the vectors. Get squared distance of two vectors. The same as ``(a - b):len2()``. **Example**:: -- get closest vertex to a given vector -- slightly faster than the example using len2() closest, dsq = vertices[1], pos:dist2(vertices[1]) for i = 2,#vertices do local temp = pos:dist2(vertices[i]) if temp < dsq then closest, dsq = vertices[i], temp end end .. function:: vector:normalized() :returns: Vector with same direction as the input vector, but length 1. Get normalized vector: a vector with the same direction as the input vector, but with length 1. Does not change the input vector, but creates a new vector. **Example**:: direction = velocity:normalized() .. function:: vector:normalizeInplace() :returns: Itself -- the normalized vector Normalize a vector, i.e. make the vector to have length 1. Great to use on intermediate results. .. warning:: This modifies the vector. If in doubt, use :func:`vector:normalized()`. **Example**:: normal = (b - a):perpendicular():normalizeInplace() .. function:: vector:rotated(angle) :param number angle: Rotation angle in radians. :returns: The rotated vector Get a vector with same length, but rotated by ``angle``: .. image:: _static/vector-rotated.png :alt: Sketch of rotated vector. Does not change the input vector, but creates a new vector. **Example**:: -- approximate a circle circle = {} for i = 1,30 do local phi = 2 * math.pi * i / 30 circle[#circle+1] = vector(0,1):rotated(phi) end .. function:: vector:rotateInplace(angle) :param number angle: Rotation angle in radians. :returns: Itself -- the rotated vector Rotate a vector in-place. Great to use on intermediate results. .. warning:: Yhis modifies the vector. If in doubt, use :func:`vector:rotated()`. **Example**:: -- ongoing rotation spawner.direction:rotateInplace(dt) .. function:: vector:perpendicular() :returns: A vector perpendicular to the input vector Quick rotation by 90°. Creates a new vector. The same (but faster) as ``vec:rotate(math.pi/2)``: .. image:: _static/vector-perpendicular.png :alt: Sketch of two perpendicular vectors **Example**:: normal = (b - a):perpendicular():normalizeInplace() .. function:: vector:projectOn(v) :param vector v: The vector to project on. :returns: ``vector`` The projected vector. Project vector onto another vector: .. image:: _static/vector-projectOn.png :alt: Sketch of vector projection. **Example**:: velocity_component = velocity:projectOn(axis) .. function:: vector:mirrorOn(v) :param vector v: The vector to mirror on. :returns: The mirrored vector. Mirrors vector on the axis defined by the other vector: .. image: _static/vector-mirrorOn.png :alt: Sketch of a vector mirrored on another vector **Example**:: deflected_velocity = ball.velocity:mirrorOn(surface_normal) .. function:: vector:cross(other) :param vector other: Vector to compute the cross product with. :returns: ``number`` Cross product of both vectors. Get cross product of two vectors. Equals the area of the parallelogram spanned by both vectors. **Example**:: parallelogram_area = a:cross(b) .. function:: vector:angleTo(other) :param vector other: Vector to measure the angle to (optional). :returns: Angle in radians. Measures the angle between two vectors. If ``other`` is omitted it defaults to the vector ``(0,0)``, i.e. the function returns the angle to the coordinate system. **Example**:: lean = self.upvector:angleTo(vector(0,1)) if lean > .1 then self:fallOver() end .. function:: vector:trimmed(max_length) :param number max_length: Maximum allowed length of the vector. :returns: A trimmed vector. Trim the vector to ``max_length``, i.e. return a vector that points in the same direction as the source vector, but has a magnitude smaller or equal to ``max_length``. Does not change the input vector, but creates a new vector. **Example**:: ship.velocity = ship.force * ship.mass * dt ship.velocity = ship.velocity:trimmed(299792458) .. function:: vector:trimInplace(max_length) :param number max_length: Maximum allowed length of the vector. :returns: Itself -- the trimmed vector. Trim the vector to ``max_length``, i.e. return a vector that points in the same direction as the source vector, but has a magnitude smaller or equal to ``max_length``. .. warning:: Yhis modifies the vector. If in doubt, use :func:`vector:trimmed()`. **Example**:: ship.velocity = (ship.velocity + ship.force * ship.mass * dt):trimInplace(299792458)