...
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
- calculate its magnitude of the vector (see above)
...
- Divide each vector components by the magnitude
...
p5.Vector
Processing has a vector class called ‘PVector‘p5.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().
Code Block | ||
---|---|---|
| ||
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.
Code Block | ||||
---|---|---|---|---|
| ||||
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.
Code Block | ||||
---|---|---|---|---|
| ||||
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.
...