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- return {
- summary = 'What is your vector victor.',
- description = [[
- LÖVR has math objects for vectors, matrices, and quaternions, collectively called "vector
- objects". Vectors are useful because they can represent a multidimensional quantity (like a 3D
- position) using just a single value.
- ]],
- constructors = {
- 'lovr.math.vec2',
- 'lovr.math.vec3',
- 'lovr.math.vec4',
- 'lovr.math.quat',
- 'lovr.math.mat4',
- 'lovr.math.newVec2',
- 'lovr.math.newVec3',
- 'lovr.math.newVec4',
- 'lovr.math.newQuat',
- 'lovr.math.newMat4'
- },
- notes = [[
- Most LÖVR functions that accept positions, orientations, transforms, velocities, etc. also accept
- vector objects, so they can be used interchangeably with numbers:
- function lovr.draw(pass)
- -- position and size are vec3's, rotation is a quat
- pass:box(position, size, rotation)
- end
- ### Temporary vs. Permanent
- Vectors can be created in two different ways: **permanent** and **temporary**.
- **Permanent** vectors behave like normal Lua values. They are individual objects that are
- garbage collected when no longer needed. They're created using the usual `lovr.math.new<Type>`
- syntax:
- self.position = lovr.math.newVec3(x, y, z)
- **Temporary** vectors are created from a shared pool of vector objects. This makes them faster
- because they use temporary memory and do not need to be garbage collected. To make a temporary
- vector, leave off the `new` prefix:
- local position = lovr.math.vec3(x, y, z)
- As a shortcut, vector constructors are placed on the global scope. The uppercase name of the
- vector is a function that will create a permanent vector, and the lowercase name will create a
- temporary vector. This can be disabled using the `t.math.globals` option in `lovr.conf`.
- local position = vec3(x1, y1, z1) + vec3(x2, y2, z2)
- local transform = Mat4()
- Temporary vectors, with all their speed, come with an important restriction: they can only be
- used during the frame in which they were created. Saving them into variables and using them
- later on will throw an error:
- local position = vec3(1, 2, 3)
- function lovr.update(dt)
- -- Reusing the temporary 'position' vector across frames will error:
- position:add(vec3(dt))
- end
- It's possible to overflow the temporary vector pool. If that happens, `lovr.math.drain` can be
- used to periodically drain the pool, invalidating any existing temporary vectors.
- ### Metamethods
- Vectors have metamethods, allowing them to be used using the normal math operators like `+`,
- `-`, `*`, `/`, etc.
- print(vec3(2, 4, 6) * .5 + vec3(10, 20, 30))
- These metamethods will create new temporary vectors.
- ### Components and Swizzles
- The raw components of a vector can be accessed like normal fields:
- print(vec3(1, 2, 3).z) --> 3
- print(mat4()[16]) --> 1
- Also, multiple fields can be accessed and combined into a new (temporary) vector, called swizzling:
- local position = vec3(10, 5, 1)
- print(position.xy) --> vec2(10, 5)
- print(position.xyy) --> vec3(10, 5, 5)
- print(position.zyxz) --> vec4(1, 5, 10, 1)
- The following fields are supported for vectors:
- - `x`, `y`, `z`, `w`
- - `r`, `g`, `b`, `a`
- - `s`, `t`, `p`, `q`
- Quaternions support `x`, `y`, `z`, and `w`.
- Matrices use numbers for accessing individual components in "column-major" order.
- All fields can also be assigned to.
- -- Swap the components of a 2D vector
- v.xy = v.yx
- The `unpack` function can be used (on any vector type) to access all of the individual components of
- a vector object. For quaternions you can choose whether you want to unpack the angle/axis
- representation or the raw quaternion components. Similarly, matrices support raw unpacking as well
- as decomposition into translation/scale/rotation values.
- ### Vector Constants
- The following vector constants are available. They return new temporary vectors each time they
- are used:
- - `vec2.zero` (0, 0)
- - `vec2.one` (1, 1)
- - `vec3.zero` (0, 0, 0)
- - `vec3.one` (1, 1, 1)
- - `vec3.left` (-1, 0, 0)
- - `vec3.right` (1, 0, 0)
- - `vec3.up` (0, 1, 0)
- - `vec3.down` (0, -1, 0)
- - `vec3.back` (0, 0, 1)
- - `vec3.forward` (0, 0, -1)
- - `vec4.zero` (0, 0, 0, 0)
- - `vec4.one` (1, 1, 1, 1)
- - `quat.identity` (0, 0, 0, 1)
- ]]
- }
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