Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

There are a number of ways to manipulate and combine vectors with simple operations called vector maths.

Addition and Subtraction

If you add to vectors together, the resulting vector is the equivalent of stacking the vectors end to end. The maths behind it is simple, just add the x positions of each vector together and then add the y positions together. Adding vectors together can be used to simulate simple physics like the effect of wind or gravity, so for every step forward a game character might have a wind vector added to their movement vector. If a character in a game jumps while moving forward, then we also want to add the vectors of the upward movement with the forward motion, and then in reverse when they fall back down (or by adding a gravity vector which points down). 

...

Subtraction is a useful way of finding a vector between two points. If I subtract two points (x1,y1) from (x2,y2) the result is the vector between the two points.

Scaler Multiplication

Scaler Multiplication only effects the magnitude of the vector, leaving the direction unchanged. However, if the vector is multiplied by a negative, then the direction is reversed! Scaler Multiplication can be used to control the acceleration of space ship or to simulate wind resistance or drag. If an object in a game collides with wall for example, we could multiply the objects vector by -1, to reverse it's direction so that it bounces off the surface.

...

Diagram 6.  Vector multiplication


Finding the magnitude

You can find the magnitude (the length) using the Pythagorean theorem. In a car game, you might need to find this value show the speed of an object on the HUD display. 

...

The PVector class in processing has a method that returns this value: mag(); 

Normalising

A normalised vector or a unit vector has had its magnitude set to one, with the direction left unchanged. A unit vector shows us a direction alone, without a magnitude. Sometimes we are only interested in direction, and removing magnitude can make many calculations much simpler. 

Normalising Normalizing a vector takes two steps:1

  1. calculate its magnitude of the vector (see above)

...

  1. Divide each vector components by the magnitude

...

p5.Vector

Processing has a vector class called PVectorp5.Vector, which can be two or three dimensions. Basic vector maths are included in a number of methods of the PVector p5.Vector class, so processing can do all the hard work for youyou don't have to bother about hard coding them. In p5.js global vectors are always initialized inside of setup().


PVector
Code Block
languagejs
let vec1;
let vec2;

function setup() {
createCanvas(400, 400);
vec1 = new PVectorcreateVector(1,2);
PVector vec2 = new PVectorcreateVector(3,4);
   
// read out components of vec1 
println(vec1.xprint("-- Vec1 --");
printlnprint(vec1.y);
println(vec1.z);
 
println(vec1print("-- Vec2 --");
printlnprint(vec2);
 
// set new components of vector
print("-- Vec1 New--");
vec1.set(10,20);
printlnprint(vec1);
 
// vector addition when creating a new vector
println
print("-- Vec Add --");
PVector resVec = PVector.add(vec1,vec2);
println(resVec);
 
// adding a vector to an existing vector  
vec1print(vec1.add(vec2));
println(vec1);
 
// vector subtraction  
printlnprint("-- Vec Sub --");
resVec = PVector.sub(vec1,vec2);
println(resVec);
 
vec1print(vec1.sub(vec2));
println(vec1);
 
// vector multiplication   
printlnprint("-- Vec Mult --");
resVec = PVector.mult(vec1,2);
println(resVec);
 
print(vec1.mult(2vec2));
println(vec1);
 
// find vector magnitude    
printlnprint("-- Vec Length --");
printlnprint(vec1.mag());
 
// find angle between two vectors    
printlnprint("-- Vec Angle Between --");
printlnprint(degrees(PVectorvec1.angleBetween(vec1, vec2)));
 
// normalise a vector    
printlnprint("-- Vec Normalise --");
vec1.normalize();
printlnprint(vec1);
printlnprint(vec1.mag());
}


Example 1: Gravity 

Here we use vectors to create a force of attraction. The force's effect is accumulative, always adding to the velocity of our ellipse. But since the force is sometimes negative, depending on if the ellipse is above, below, left, or right of the mouse, the ellipse is subject to an oscillating effect. 

PVector pos = new PVector(200,200); PVector velocity = new PVector(1,0
Code Block
languagejs
linenumberstrue
var pos;
var velocity;

function setup() {
  createCanvas(600,600);
 void setupfill(255);
{  pos size= createVector(600200,600200);
  velocity fill(255= createVector(1,0);
}

voidfunction draw() {
  background(0);
  PVectorvar direction = new PVectorcreateVector(mouseX, mouseY); 
  direction.sub(pos);  // by subtracting the pos from mouse coordinates, we end up with a vector between the two points
  //
  direction.normalize(); // now we have a vector with the length of 1, this tells us the direction we want to push out ellipse in
  direction.mult(0.1); // we shorten the vector (magnitude), this gives us our speed
  velocity.add(direction); //we add the direction to our velocity, so the changes accumulate over time
  pos.add(velocity); // pos + velocity give us our new position!
  ellipse(pos.x, pos.y,30,30);
};


Example 2: Bouncy ball  

Here we use vectors to simulate the effect of bouncing. When the ball hits the edges of the canvas, it's vector is inverted in the appropriate axis, sending it back to where it came from.  

PVector pos = new PVector(200,200); PVector velocity = new PVector(1,0); float
Code Block
languagejs
linenumberstrue
var pos;
var velocity;
var damper = 0.99;

voidfunction setup() {
  sizecreateCanvas(600,600);
  fill(255);
  
  pos = createVector(200,200);
  velocity = createVector(1,0);
}

voidfunction draw() {
  background(0);
 
  velocity.mult(damper); // always slow the ball down to simulate resistance 
  pos.add(velocity); // pos + velocity give us our new position! 
   
  // if the ball is above or below the screen, invert the y value of the velocity to send it back where it came from
  
  if (pos.y<0 || pos.y>height) {
    velocity.y = -velocity.y;
    pos.add(velocity);
  }
   // if the ball is left or right of the screen, invert the x value
  
  if (pos.x<0 || pos.x>width) {
    velocity.x = -velocity.x;
    pos.add(velocity);
  }
  
  ellipse(pos.x, pos.y,30,30);
  
  if(mousePressedmouseIsPressed) {
     // show us our "line of power"
     stroke(255,0,0);
     line(pos.x,pos.y, mouseX,mouseY);
     noStroke();
  }
};

voidfunction mouseReleased() {
    // when the mouse is released we give a ball a big push 
    PVectorvar direction = new PVectorcreateVector(mouseX, mouseY);  
    direction.sub(pos);  // by subtracting the pos from mouse coordinates, we end up with a vectore between the two points
    direction.mult(0.215);  // we shorten the magnitude to reduce the power of the push
    velocity.set(direction); //now we have our new velocity 
};



Exercise: 

Modify example 2 to include a gravity force. The circles should fall towards the bottom of the screen, where it will bounce up again. 

...