A basic game development Vector2 class.
Project description
ppb-vector
The 2D Vector Class for the PursuedPyBear project.
Install
You can install Vector2
pip package using
pip install 'ppb-vector'
Usage
Vector2
is an immutable 2D Vector. Instantiated as expected:
>>>> from ppb_vector import Vector2
>>> Vector2(3, 4)
Vector2(3, 4)
Implements many convenience features:
Unpacking
>>> x, y = Vector2(1, 3)
>>> print(x)
1
>>> print(y)
3
Addition
>>> Vector2(1, 0) + Vector2(0, 1)
Vector2(1, 1)
In addition to Vector2
addition also accepts vector-like objects such as
tuple
, list
, and dict
.
>>> Vector2(1, 1) + [1, 3]
Vector2(2, 4)
>>> Vector2(1, 1) + (2, 4)
Vector2(3, 5)
>>> Vector2(1, 1) + {"x": 3, "y": 5}
Vector2(4, 6)
Subtraction
>>> Vector2(3, 3) - Vector2(1, 1)
Vector2(2, 2)
As with addition, subtraction also takes vector-like objects.
>>> Vector2(3, 3) - [2, 1]
Vector2(1, 2)
>>> Vector2(3, 3) - (2, 1)
Vector2(1, 2)
>>> Vector2(3, 3) - {"x": 2, "y": 1}
Vector2(1, 2)
Equality
Vectors are equal if their members are equal.
>>> Vector2(1, 0) == Vector2(0, 1)
False
Scalar Multiplication
Multiply a Vector2
by a scalar to get a scaled Vector2
>>> Vector2(1, 1) * 3
Vector2(3, 3)
Dot Product
Multiply a Vector2
by another Vector2
to get the dot product.
>>> Vector2(1, 1) * Vector2(-1, -1)
-2
Vector Length
>>> Vector2(45, 60).length
75.0
Cross-product
Take the cross-product between two (2D) vectors. The result is expressed as a scalar, as it is known to lie on the z-axis.
>>> Vector(1, 0) ^ Vector(0, 1)
1
Access Values
Convenient access to Vector2
members via dot notation, indexes, or keys.
>>> my_vector = Vector2(2, 3)
>>> my_vector.x
2
>>> my_vector[1]
3
>>> my_vector["x"]
2
Also iterable for translation between Vector2 and other sequence types.
>>> tuple(Vector(2, 3))
(2, 3)
Negation
>>> -Vector2(1, 1)
Vector2(-1.0, -1.0)
Methods
Useful functions for game development.
rotate(deg)
Rotate a vector in relation to its own origin and return a new Vector2
.
>>> Vector2(1, 0).rotate(90)
Vector2(0.0, 1.0)
Positive rotation is counter/anti-clockwise.
angle(vector)
Compute the angle between two vectors, expressed as a scalar in degrees.
>>> Vector(1, 0).angle(Vector(0, 1))
90
As with rotate()
, angles are signed, and refer to a direct coordinate system
(i.e. positive rotations are counter-clockwise).
normalize()
Return the normalized Vector2
for the given Vector2
.
>>> Vector2(5, 5).normalize()
Vector2(0.7071067811865475, 0.7071067811865475)
truncate(scalar)
Scale a given Vector2
to length of scalar
.
>>> Vector2(700, 500).truncate(5)
Vector2(4.068667356033675, 2.906190968595482)
Note that Vector2.normalize()
is equivalent to Vector2.truncate(1)
.
>>> Vector2(200, 300).normalize()
Vector2(0.5547001962252291, 0.8320502943378436)
>>> Vector2(200, 300).scale(1)
Vector2(0.5547001962252291, 0.8320502943378436)
scale(scalar)
Scale given Vector2
to length of scalar
.
>>> Vector2(7, 7).scale(5)
Vector2(3.5355339059327373, 3.5355339059327373)
Note that Vector2.scale
is equivalent to Vector2.truncate
when scalar
is
less than length.
>>> Vector2(3, 4).scale(4)
Vector2(2.4000000000000004, 3.2)
>>> Vector2(3, 4).truncate(4)
Vector2(2.4000000000000004, 3.2)
>>> Vector2(3, 4).scale(6)
Vector2(3.5999999999999996, 4.8)
>>> Vector2(3, 4).truncate(6)
Vector2(3, 4)
reflect(surface_normal)
Reflect a Vector2
based on a given surface normal.
>>> Vector2(5, 3).reflect(Vector2(-1, 0))
Vector2(-5, 3)
>>> Vector2(5, 3).reflect(Vector2(-1, -2).normalize())
Vector2(0.5999999999999996, -5.800000000000001)
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