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-Vectors
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-===
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-
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-This is a guide about the different built-in math objects: vectors, matrices, and quaternions. All
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-of these will be referred to as "vector objects" or just "vectors". Vectors are useful because they
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-can represent a multidimensional quantity (like a 3D position) using just a single value.
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-
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-```
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--- Without vectors
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-function object:update(dt)
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- object.x = object.x + object.vx * dt
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- object.y = object.y + object.vy * dt
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- object.z = object.z + object.vz * dt
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-end
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-
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--- With vectors
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-function object:update(dt)
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- object.position:add(object.velocity * dt)
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-end
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-```
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-
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-The following vector types are supported:
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-
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-- `vec2`
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-- `vec3`
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-- `vec4`
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-- `quat`, a quaternion.
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-- `mat4`, a 4D matrix.
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-
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-Most LÖVR functions that accept positions, orientations, transforms, velocities, etc. also accept
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-vector objects, so they can be used interchangeably with numbers:
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-
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-```
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-function lovr.draw()
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- -- position and size are vec3's, rotation is a quat
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- lovr.graphics.box('fill', position, size, rotation)
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-end
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-```
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-
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-Temporary vs. Permanent
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----
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-
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-Vectors can be created in two different ways: **permanent** and **temporary**.
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-
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-**Permanent** vectors behave like normal LÖVR objects. They are individual objects that are garbage
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-collected when no longer needed. They're created using the usual `lovr.math.new<Type>` syntax:
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-
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-```
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-self.position = lovr.math.newVec3(x, y, z)
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-```
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-
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-**Temporary** vectors are created from a shared pool of vector objects. This makes them faster
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-because they use temporary memory and do not need to be garbage collected. To make a temporary
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-vector, leave off the `new` prefix:
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-
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-```
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-local position = lovr.math.vec3(x, y, z)
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-```
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-
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-As a further shorthand, these vector constructors are placed on the global scope. If you prefer to
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-keep the global scope clean, this can be configured using the `t.math.globals` flag in `lovr.conf`.
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-
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-```
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-local position = vec3(x1, y1, z1) + vec3(x2, y2, z2)
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-```
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-
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-Temporary vectors, with all their speed, come with an important restriction: they can only be used
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-during the frame in which they were created. Saving them into variables and using them later on
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-will throw an error:
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-
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-```
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-local position = vec3(1, 2, 3)
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-
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-function lovr.update(dt)
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- -- Reusing a temporary vector across frames will error:
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- position:add(vec3(dt))
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-end
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-```
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-
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-It's possible to overflow the temporary vector pool. If that happens, `lovr.math.drain` can be used
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-to periodically drain the pool, invalidating any existing temporary vectors.
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-
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-Metamethods
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----
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-
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-Vectors have metamethods, allowing them to be used using the normal math operators like `+`, `-`,
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-`*`, `/`, etc.
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-
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-```
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-print(vec3(2, 4, 6) * .5 + vec3(10, 20, 30))
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-```
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-
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-These metamethods will create new temporary vectors.
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-
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-Components and Swizzles
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----
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-
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-The raw components of a vector can be accessed like normal fields:
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-
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-```
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-print(vec3(1, 2, 3).z) --> 3
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-print(mat4()[16]) --> 1
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-```
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-
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-Also, multiple fields can be accessed and combined into a new (temporary) vector, called swizzling:
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-
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-```
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-local position = vec3(10, 5, 1)
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-print(position.xy) --> vec2(10, 5)
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-print(position.xyy) --> vec3(10, 5, 5)
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-print(position.zyxz) --> vec4(1, 5, 10, 1)
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-```
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-
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-The following fields are supported for vectors:
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-
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-- `x`, `y`, `z`, `w`
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-- `r`, `g`, `b`, `a`
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-- `s`, `t`, `p`, `q`
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-
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-Quaternions support `x`, `y`, `z`, and `w`.
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-
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-Matrices use numbers for accessing individual components in "column-major" order.
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-
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-All fields can also be assigned to.
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-
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-```
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--- Swap the components of a 2D vector
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-v.xy = v.yx
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-```
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-
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-The `unpack` function can be used (on any vector type) to access all of the individual components of
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-a vector object. For quaternions you can choose whether you want to unpack the angle/axis
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-representation or the raw quaternion components. Similarly, matrices support raw unpacking as well
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-as decomposition into translation/scale/rotation values.
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-
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-See `lovr.math` for the detailed API reference pages for the different vector types.
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