#
# Copyright © 2017 Boyd Multerer. All rights reserved.
#
defmodule Scenic.Math.Vector2 do
@moduledoc """
A collection of functions to work with 2D vectors.
2D vectors are always two numbers in a tuple.
{3, 4}
{3.5, 4.7}
"""
alias Scenic.Math
alias Scenic.Math.Vector2
alias Scenic.Math.Matrix
# common constants
@doc "A vector that points to the origin."
def zero(), do: {0.0, 0.0}
@doc "A vector that points to {1,1}."
def one(), do: {1.0, 1.0}
@doc "A vector that points to {1,0}."
def unity_x(), do: {1.0, 0.0}
@doc "A vector that points to {0,1}."
def unity_y(), do: {0.0, 1.0}
@doc "A vector that points straight up by 1."
def up(), do: {0.0, 1.0}
@doc "A vector that points straight down by 1."
def down(), do: {0.0, -1.0}
@doc "A vector that points left by 1."
def left(), do: {-1.0, 0.0}
@doc "A vector that points right by 1."
def right(), do: {1.0, 0.0}
# --------------------------------------------------------
@doc """
Truncate the values of a vector into integers.
Parameters:
* `vector_2` - the vector to be truncated
Returns:
The integer vector
## Examples
iex> Scenic.Math.Vector2.trunc({1.6, 1.2})
{1, 1}
"""
@spec trunc(vector_2 :: Math.vector_2()) :: Math.vector_2()
def trunc(vector_2)
def trunc({x, y}) do
{Kernel.trunc(x), Kernel.trunc(y)}
end
# --------------------------------------------------------
@doc """
Round the values of a vector to the nearest integers.
Parameters:
* `vector_2` - the vector to be rounded
Returns:
The integer vector
## Examples
iex> Scenic.Math.Vector2.round({1.2, 1.56})
{1, 2}
"""
@spec round(vector_2 :: Math.vector_2()) :: Math.vector_2()
def round(vector_2)
def round({x, y}) do
{Kernel.round(x), Kernel.round(y)}
end
# --------------------------------------------------------
@doc """
Invert a vector.
Parameters:
* `vector_2` - the vector to be inverted
Returns:
The inverted vector
## Examples
iex> Scenic.Math.Vector2.invert({2, 2})
{-2, -2}
"""
@spec invert(vector_2 :: Math.vector_2()) :: Math.vector_2()
def invert(vector_2)
def invert({x, y}), do: {-x, -y}
# --------------------------------------------------------
# add and subtract
@doc """
Add two vectors together.
Parameters:
* `vector2_a` - the first vector to be added
* `vector2_b` - the second vector to be added
Returns:
A new vector which is the result of the addition
## Examples
iex> Scenic.Math.Vector2.add({1.0, 5.0}, {3.0, 3.0})
{4.0, 8.0}
"""
@spec add(vector2_a :: Math.vector_2(), vector2_b :: Math.vector_2()) :: Math.vector_2()
def add(vector2_a, vector2_b)
def add({ax, ay}, {bx, by}), do: {ax + bx, ay + by}
@doc """
Subtract one vector from another.
Parameters:
* `vector2_a` - the first vector
* `vector2_b` - the second vector, which will be subtracted from the first
Returns:
A new vector which is the result of the subtraction
"""
@spec sub(vector2_a :: Math.vector_2(), vector2_b :: Math.vector_2()) :: Math.vector_2()
def sub(vector2_a, vector2_b)
def sub({ax, ay}, {bx, by}), do: {ax - bx, ay - by}
# --------------------------------------------------------
@doc """
Multiply a vector by a scalar.
Parameters:
* `vector2` - the vector
* `scalar` - the scalar value
Returns:
A new vector which is the result of the multiplication
"""
@spec mul(vector2 :: Math.vector_2(), scalar :: number) :: Math.vector_2()
def mul(vector2_a, vector2_b)
def mul({ax, ay}, s) when is_number(s), do: {ax * s, ay * s}
# --------------------------------------------------------
@doc """
Divide a vector by a scalar.
Parameters:
* `vector2` - the vector
* `scalar` - the scalar value
Returns:
A new vector which is the result of the division
"""
@spec div(vector2 :: Math.vector_2(), scalar :: number) :: Math.vector_2()
def div(vector2_a, vector2_b)
def div({ax, ay}, s) when is_number(s), do: {ax / s, ay / s}
# --------------------------------------------------------
@doc """
Calculates the dot product of two vectors.
Parameters:
* `vector2_a` - the first vector
* `vector2_b` - the second vector
Returns:
A number which is the result of the dot product
"""
@spec dot(vector2_a :: Math.vector_2(), vector2_b :: Math.vector_2()) :: number
def dot(vector2_a, vector2_b)
def dot({ax, ay}, {bx, by}), do: ax * bx + ay * by
# --------------------------------------------------------
# cross product https://www.gamedev.net/topic/289972-cross-product-of-2d-vectors/
@doc """
Calculates the cross product of two vectors.
Parameters:
* `vector2_a` - the first vector
* `vector2_b` - the second vector
Returns:
A number which is the result of the cross product
"""
@spec cross(vector2_a :: Math.vector_2(), vector2_b :: Math.vector_2()) :: number
def cross(vector2_a, vector2_b)
def cross({ax, ay}, {bx, by}), do: ax * by - ay * bx
# --------------------------------------------------------
# length
@doc """
Calculates the squared length of the vector.
This is faster than calculating the length if all you want to do is
compare the lengths of two vectors against each other.
Parameters:
* `vector2` - the vector
Returns:
A number which is the square of the length
"""
@spec length_squared(vector2 :: Math.vector_2()) :: number
def length_squared(vector2)
def length_squared({ax, ay}), do: ax * ax + ay * ay
@doc """
Calculates the length of the vector.
This is slower than calculating the squared length.
Parameters:
* `vector2` - the vector
Returns:
A number which is the length
"""
@spec length(vector2 :: Math.vector_2()) :: number
def length(vector2)
def length(vector2), do: vector2 |> length_squared() |> :math.sqrt()
# --------------------------------------------------------
# distance
def distance_squared(a, b)
def distance_squared({ax, ay}, {bx, by}),
do: (bx - ax) * (bx - ax) + (by - ay) * (by - ay)
def distance(vector2_a, vector2_b)
def distance({ax, ay}, {bx, by}), do: :math.sqrt(distance_squared({ax, ay}, {bx, by}))
# --------------------------------------------------------
# normalize
@doc """
Normalize a vector so it has the same angle, but a length of 1.
Parameters:
* `vector2` - the vector
Returns:
A vector with the same angle as the original, but a length of 1
"""
@spec normalize(vector2 :: Math.vector_2()) :: Math.vector_2()
def normalize(vector2)
def normalize({ax, ay}) do
case Vector2.length({ax, ay}) do
0.0 ->
{ax, ay}
len ->
{ax / len, ay / len}
end
end
# --------------------------------------------------------
# min / max
@doc """
Find a new vector derived from the lowest `x` and `y` from two given vectors.
Parameters:
* `vector2_a` - the first vector
* `vector2_b` - the second vector
Returns:
A vector derived from the lowest `x` and `y` from two given vectors
"""
@spec min(vector2_a :: Math.vector_2(), vector2_b :: Math.vector_2()) :: Math.vector_2()
def min(vector2_a, vector2_b)
def min({ax, ay}, {bx, by}) do
x = if ax > bx, do: bx, else: ax
y = if ay > by, do: by, else: ay
{x, y}
end
@doc """
Find a new vector derived from the highest `x` and `y` from two given vectors.
Parameters:
* `vector2_a` - the first vector
* `vector2_b` - the second vector
Returns:
A vector derived from the highest `x` and `y` from two given vectors
"""
@spec max(vector2_a :: Math.vector_2(), vector2_b :: Math.vector_2()) :: Math.vector_2()
def max(vector2_a, vector2_b)
def max({ax, ay}, {bx, by}) do
x = if ax > bx, do: ax, else: bx
y = if ay > by, do: ay, else: by
{x, y}
end
# --------------------------------------------------------
@doc """
Clamp a vector to the space between two other vectors.
Parameters:
* `vector2` - the vector to be clamped
* `min` - the vector defining the minimum boundary
* `max` - the vector defining the maximum boundary
Returns:
A vector derived from the space between two other vectors
"""
@spec clamp(vector :: Math.vector_2(), min :: Math.vector_2(), max :: Math.vector_2()) ::
Math.vector_2()
def clamp(vector, min, max)
def clamp({vx, vy}, {minx, miny}, {maxx, maxy}) do
x =
cond do
vx < minx -> minx
vx > maxx -> maxx
true -> vx
end
y =
cond do
vy < miny -> miny
vy > maxy -> maxy
true -> vy
end
{x, y}
end
# --------------------------------------------------------
@doc """
Determine if a vector is in the bounds (or clamp space) between
two other vectors.
Parameters:
* `vector2` - the vector to be tested
* `bounds` - a vector defining the boundary
Returns:
true or false
"""
@spec in_bounds?(vector :: Math.vector_2(), bounds :: Math.vector_2()) :: boolean
def in_bounds?(vector, bounds)
def in_bounds?({vx, vy}, {boundsx, boundsy}),
do: {vx, vy} == clamp({vx, vy}, {-boundsx, -boundsy}, {boundsx, boundsy})
# --------------------------------------------------------
@doc """
Determine if a vector is in the bounds (or clamp space) between
two other vectors.
Parameters:
* `vector2` - the vector to be tested
* `min` - the vector defining the minimum boundary
* `max` - the vector defining the maximum boundary
Returns:
A vector derived from the space between two other vectors
"""
@spec in_bounds?(vector :: Math.vector_2(), min :: Math.vector_2(), max :: Math.vector_2()) ::
boolean
def in_bounds?(vector, min, max)
def in_bounds?({vx, vy}, {minx, miny}, {maxx, maxy}),
do: {vx, vy} == clamp({vx, vy}, {minx, miny}, {maxx, maxy})
# --------------------------------------------------------
@doc """
Calculate the lerp of two vectors.
[See This explanation for more info.](https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/)
Parameters:
* `vector_a` - the first vector
* `vector_b` - the second vector
* `t` - the "t" value (see link above). Must be between 0 and 1.
Returns:
A vector, which is the result of the lerp.
"""
@spec lerp(
vector_a :: Math.vector_2(),
vector_b :: Math.vector_2(),
t :: number
) :: Math.vector_2()
def lerp(vector_a, vector_a, t)
def lerp(a, b, t) when is_float(t) and t >= 0.0 and t <= 1.0 do
b
|> sub(a)
|> mul(t)
|> add(a)
end
# --------------------------------------------------------
@doc """
Calculate the nlerp (normalized lerp) of two vectors.
[See This explanation for more info.](https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/)
Parameters:
* `vector_a` - the first vector
* `vector_b` - the second vector
* `t` - the "t" value (see link above). Must be between 0 and 1.
Returns:
A vector, which is the result of the nlerp.
"""
@spec nlerp(
vector_a :: Math.vector_2(),
vector_b :: Math.vector_2(),
t :: number
) :: Math.vector_2()
def nlerp(vector_a, vector_a, t)
def nlerp(a, b, t) when is_float(t) and t >= 0.0 and t <= 1.0 do
b
|> sub(a)
|> mul(t)
|> add(a)
|> normalize()
end
# --------------------------------------------------------
@doc """
Project a vector into the space defined by a matrix
Parameters:
* `vector` - the vector, or a list of vectors
* `matrix` - the matrix
Returns:
A projected vector (or list of vectors)
"""
@spec project(
vector :: Math.vector_2() | list(Math.vector_2()),
matrix :: Math.matrix()
) :: Math.vector_2() | list(Math.vector_2())
def project(vector_a, matrix)
def project({x, y}, matrix) do
Matrix.project_vector(matrix, {x, y})
end
def project(vectors, matrix) do
Enum.map(vectors, &Matrix.project_vector(matrix, &1))
end
# --------------------------------------------------------
@doc """
Given a list of vectors, find the {left, top, right, bottom} of the bounding box.
"""
@spec bounds(vectors :: nil | list(Math.vector_2())) ::
{left :: number, top :: number, right :: number, bottom :: number}
def bounds(vectors)
def bounds(nil), do: nil
def bounds([]), do: nil
def bounds([{x, y} | vectors]) when is_list(vectors) do
Enum.reduce(vectors, {x, y, x, y}, fn {x, y}, {l, t, r, b} ->
l = if x < l, do: x, else: l
t = if y < t, do: y, else: t
r = if x > r, do: x, else: r
b = if y > b, do: y, else: b
{l, t, r, b}
end)
end
end