Vectors are enormously useful geometric object in maths and physics. Vectors express a direction and a magnitude (or length), often pictured as an arrow in 2D or 3D space.
Vectors are key concept not only for producing geometry through code, but also for motion and interactive animation.
Diagram 1. Euclidean vector
The direction of a vector is simply represented with an arrow, with the length of the arrow expressing the magnitude. The information to create a 2D vector can be easily recorded with just two numbers, which can be negative or positive.
Diagram 2. Vector a = ( 3, 6 )
The key thing to remember is that vectors represent direction and magnitude without a location. For this reason vectors are often combined with a coordinate. Confusingly, 2D and 3D coordinates are generally recorded in the same format as vectors, with just two numbers. However, coordinates are normally visually represented as points rather than arrows.
Diagram 3. Vector a, translated to point b (5,3)
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.
a = ( 3, 6)
b = ( 7, 2)
a + b = (10, 5)
Diagram 4. Vector addition
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.
To do a Scaler Multiplication, simply multiply each component in the vector by the multiplication factor.
c = (4, 5)
2*c = (8, 10)
Diagram 5. Vector multiplication
Finding the magnitude
You can find the magnitude (the length) using Pythagorean theorem. In a car game, you might need to find this value show show the speed of an object on the HUD display.
c = (4, 5)
sqrt(4^2 + 5^2))
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 a vector takes two steps:
1 calculate its magnitude of the vector (see above)
2 Divide each vector components by the magnitude
PVector
Processing has a vector class called ‘PVector‘, which can be two or three dimensions. Basic vector maths are included in a number of methods of the PVector class, so processing can do all the hard work for you.
PVector vec1 = new PVector(1,2); PVector vec2 = new PVector(3,4); // read out components of vec1 println(vec1.x); println(vec1.y); println(vec1.z); println(vec1); println(vec2); // set new components of vector vec1.set(10,20); println(vec1); // vector addition when creating a new vector println("-- Vec Add --"); PVector resVec = PVector.add(vec1,vec2); println(resVec); // adding a vector to an existing vector vec1.add(vec2); println(vec1); // vector subtraction println("-- Vec Sub --"); resVec = PVector.sub(vec1,vec2); println(resVec); vec1.sub(vec2); println(vec1); // vector multiplication println("-- Vec Mult --"); resVec = PVector.mult(vec1,2); println(resVec); vec1.mult(2); println(vec1); // find vector magnitude println("-- Vec Length --"); println(vec1.mag()); // find angle between two vectors println("-- Vec Angle Between --"); println(degrees(PVector.angleBetween(vec1, vec2))); // normalise a vector println("-- Vec Normalise --"); vec1.normalize(); println(vec1); println(vec1.mag());