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423 lines
9.9 KiB
ReStructuredText
423 lines
9.9 KiB
ReStructuredText
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 the garbage collector under stress.
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If you experience slowdowns that are caused by hump.vector, try the
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table-less version :doc:`hump.vector-light <vector-light>`.
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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:normalizeInplace()
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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) \\cdot (x,y) = a\\cdot x + b\\cdot y\\)
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``number * vector = vector``
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Scalar multiplication/scaling: \\((a,b) \\cdot s = (s\\cdot a, s\\cdot b)\\)
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``vector * number = vector``
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Scalar multiplication/scaling: \\(s \\cdot (x,y) = (s\\cdot x, s\\cdot 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: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: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: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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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:len()
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:returns: Length of the vector.
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Get length of the 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:len2()
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:returns: Squared length of the vector.
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Get squared length of the 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:dist(other)
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:param vector other: Other vector to measure the distance to.
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:returns: 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:dist2(other)
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:param vector other: Other vector to measure the distance to.
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:returns: 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:normalized()
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:returns: Vector with same direction as the input vector, but length 1.
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Get normalized vector: a vector with the same direction as the input vector,
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but with length 1.
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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:normalizeInplace()
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:returns: Itself -- the normalized vector
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Normalize a vector, i.e. make the vector to have length 1. Great to use on
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intermediate results.
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.. warning::
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This modifies the vector. If in doubt, use :func:`vector:normalized()`.
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**Example**::
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normal = (b - a):perpendicular():normalizeInplace()
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.. function:: vector:rotated(angle)
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:param number angle: Rotation angle in radians.
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:returns: The rotated vector
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Get a vector with same length, but rotated by ``angle``:
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.. image:: _static/vector-rotated.png
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:alt: Sketch of rotated vector.
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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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.. function:: vector:rotateInplace(angle)
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:param number angle: Rotation angle in radians.
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:returns: Itself -- the rotated vector
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Rotate a vector in-place. Great to use on intermediate results.
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.. warning::
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Yhis modifies the vector. If in doubt, use :func:`vector:rotated()`.
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**Example**::
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-- ongoing rotation
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spawner.direction:rotateInplace(dt)
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.. function:: vector:perpendicular()
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:returns: 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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.. image:: _static/vector-perpendicular.png
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:alt: Sketch of two perpendicular vectors
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**Example**::
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normal = (b - a):perpendicular():normalizeInplace()
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.. function:: 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:
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.. image:: _static/vector-projectOn.png
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:alt: Sketch of vector projection.
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**Example**::
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velocity_component = velocity:projectOn(axis)
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.. function:: vector:mirrorOn(v)
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:param vector v: The vector to mirror on.
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:returns: The mirrored vector.
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Mirrors vector on the axis defined by the other vector:
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.. image: _static/vector-mirrorOn.png
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:alt: Sketch of a vector mirrored on another vector
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**Example**::
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deflected_velocity = ball.velocity:mirrorOn(surface_normal)
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.. function:: 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 two 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:angleTo(other)
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:param vector other: Vector to measure the angle to (optional).
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:returns: 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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.. function:: vector:trimmed(max_length)
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:param number max_length: Maximum allowed length of the vector.
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:returns: A trimmed vector.
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Trim the vector to ``max_length``, i.e. return a vector that points in the same
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direction as the source vector, but has a magnitude smaller or equal to
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``max_length``.
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Does not change the input vector, but creates a new vector.
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**Example**::
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ship.velocity = ship.force * ship.mass * dt
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ship.velocity = ship.velocity:trimmed(299792458)
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.. function:: vector:trimInplace(max_length)
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:param number max_length: Maximum allowed length of the vector.
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:returns: Itself -- the trimmed vector.
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Trim the vector to ``max_length``, i.e. return a vector that points in the same
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direction as the source vector, but has a magnitude smaller or equal to
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``max_length``.
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.. warning::
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Yhis modifies the vector. If in doubt, use :func:`vector:trimmed()`.
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**Example**::
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ship.velocity = (ship.velocity + ship.force * ship.mass * dt):trimInplace(299792458)
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