A 2-dimensional vector class designed to be convenient
Project description
vec
A reasonable, performant 2D vector object for games
Copyright 2019-2023 by Larry Hastings
Overview
vec
is a module currently containing one class: Vector2
, a 2D
vector object designed for game development.
Features:
Vector2
objects are immutable.Vector2
support all the usual features, including operator overloading.- Attributes of
Vector2
objects are lazily-computed where possible. Vector2
objects effortlessly support both cartesian and polar coordinates.
vec
supports Python 3.6+, and passes its unit test suite with 100% coverage.
Why Another Vector Class?
I've participated in three PyWeek gaming challenges. In two of those three times, mid-week I wrote my own vector class out of sheer frustration.
The biggest problem with most Python vector objects in is that they're mutable. Frankly this way lies madness. Vector objects should be immutable--it just makes sense from an API perspective. What if you set the position of some game-engine pawn to be a particular vector object, then modify that vector object? Should the pawn update its position automatically--and if so, how is it supposed to know the value changed?
Similarly, some vector classes use degrees for polar coordinates
instead of radians.
Again this way lies madness. The trigonometric functions in Python's
math
module operate in the radians domain, and having to keep track
of which domain something is in--and translate back and forth--is
a needless conceptual complication. You've got a game to write!
(Some vector classes support both radians and degrees for polar coordinates. This is simply bad API design--it doubles the surface area of your API, adding needless complexity and increasing maintenance and testing overhead. Embrace the radian, folks.)
On a related note, many vector classes make polar coordinates second-class citizens. Most vector classes only store vectors in cartesian coordinates, so either the programmer must perform all polar operations externally to the vector objects, or they incur the overhead and cumulative error of translating to polar and back again with every operation.
vec.Vector2
avoids all these problems:
vec.Vector2
objects are immutable,- they support vectors defined with either polar or cartesian coordinates, and
- they strictly use radians for polar coordinates.
The Conceptual Model
vec.Vector2
objects conceptually represent a vector. They can be
defined using either cartesian or polar coordinates, and any vec.Vector2
can be queried for both its cartesian and polar coordinates.
Most vector objects in games are defined using cartesian coordinates.
vec.Vector2
makes that easy, supporting any number of invocations
to create one. Discrete parameters,
iterables, and objects that support x
and y
attributes all work fine:
vec.Vector2(0, 1)
vec.Vector2(x=0, y=1)
vec.Vector2((0, 1))
vec.Vector2([0, 1])
vec.Vector2(iter([0, 1]))
vec.Vector2({'x':0, 'y':1})
vec.Vector2(types.SimpleNamespace(x=0, y=1))
All these define the same vector. That last example is there to demonstrate
that vec.Vector2
can create a vector based on any object with x
and y
attributes.
Once you have a vector object, you can examine its attributes.
Every vec.Vector2
object can be queried for both cartesian and
polar coordinates:
v = vec.Vector2(0, 1)
print(v.theta, v.r)
prints 1.5707963267948966 1.0
. That first number is π/2 (approximately).
Conversely, you can also define vec.Vector2
objects using polar
coordinates, and then ask it for its cartesian coordinates:
v2 = vec.Vector2(r=1, theta=1.5707963267948966)
print(v2.x, v2.y)
This prints 6.123233995736766e-17 1.0
. Conceptually this should
print 0.0, 1.0
--but math.pi
is only an approximation, which means,
sadly, that our result has an infinitesimal error.
Implementation Details
Internally vec.Vector2
objects are either "cartesian", "polar",
or both.
"cartesian" vector objects are defined in terms of x
and y
;
"polar" vector objects are defined in terms of r
and theta
.
All other attributes are lazily computed as needed.
vec.Vector2
objects use slots, and rely on __getattr__
to implement this lazy computation. Only the known values of the
vector are set when it's created. If the user refers to an attribute
that hasn't been computed yet, Python will call vec.Vector2.__getattr__()
,
which computes, caches, and returns that value. Future references to that
attribute skip this mechanism and simply return the cached value, which
is only as expensive as an attribute lookup on a conventional object.
Operations on vec.Vector2
objects compute their result
using the cheapest approach. If you have a vec.Vector2
object
defined using polar coordinates, and you call .rotate()
or .scale()
on it, all the math is done in the polar domain. On the other
hand, adding vectors is almost always done in the cartesian domain,
so if you add a polar vector to any other vector, its cartesian
coordinates will likely be computed--and the resulting vector will always
be defined using cartesian coordinates.
What's the exception? There's a special case for adding two polar vectors
which have the exact same theta
: just add their r
values.
That approach is much cheaper than converting to cartesian,
and more precise as well, returning a vector defined using polar
coordinates! vec.Vector2
takes advantage of many such serendipities,
computing your vectors as cheaply and accurately as possible.
The API
vec.Vector2(x=None, y=None, *, r=None, theta=None, r_squared=None)
Constructs a vec.Vector2
object. You may pass in as many or as
few of these arguments as you like; however, you must pass in
either both x
and y
or both r
and theta
.
Any attributes not passed in at construction time will be lazily
computed at the time they are evaluated.
You can also pass in a single object which will initialize the vector. Supported objects include:
- an existing
vec.Vector2
object (just returns that object), - an object which has
.x
and.y
attributes, - a mapping object with exactly two keys,
'x'
and'y'
, and - an ordered iterable object with exactly two elements.
vec.Vector2
only does some validation of its arguments.
It ensures that r
and theta
are normalized. However,
it doesn't check that (x, y)
and (r, theta)
describe the
same vector.
If you pass in x
and y
, and also pass in a theta
and r
that don't match, you'll get back the vec.Vector2
that you
asked for. Good luck!
Attributes
vec.Vector2
objects support five attributes:
x
, y
, r
, theta
, and r_squared
. It doesn't matter
whether the object was defined with cartesian or polar
coordinates, they'll all work.
r_squared
is equivalent to r*r
, but it's much
cheaper to compute based on cartesian coordinates.
There are a lot of use cases where r_squared
works
just as well as r
, for example in collision detection
in a game.
Operators and protocols
vec.Vector2
objects support the iterator protocol.
len()
on a vec.Vector2
object will always return 2.
You can also iterate over a vec.Vector2
object,
which will yield the x
and y
attributes in that order.
vec.Vector2
objects support the sequence protocol. You can subscript
them, which behaves as if the vec.Vector2
object is a tuple of length
2 containing the x
and y
attributes.
vec.Vector2
objects also support the boolean protocol; you may use them
with boolean operators, and you may call bool()
on them. When used in
a boolean context, the zero vector evaluates to False
, and all other
vectors evaluate to True
.
vec.Vector2
objects are hashable, but they're not ordered.
(You can't ask if one vector is less than another.)
vec.Vector2
objects support the following operators:
v1 + v2
adds the two vectors together.v1 - v2
subtracts the right vector from the left vector.v1 * scalar
mulitplies the vector by a scalar amount, equivalent tov1.scale(scalar)
.v1 / scalar
divides the vector by a scalar amount.+v1
is exactly the same asv1
.-v1
returns the opposite ofv1
, such thatv1 + (-v1)
should be the zero vector. (This may not always be the case due to compounding floating-point errors.)v1 == v2
isTrue
if the two vectors are exactly the same, andFalse
otherwise. For consistency, this only compares cartesian coordinates. Note that floating-point imprecision may result in two vectors that should be the same failing an==
check.v1 != v2
isFalse
if the two vectors are exactly the same, andTrue
otherwise. For consistency, this only compares cartesian coordinates. Note that floating-point imprecision may result in two vectors that should be the same passing an!=
check.v[0] == v.x
v[1] == v.y
list(v) == [v.x, v.y]
Class methods
vec.from_polar(r, theta)
Constructs a vec.Vector2
object from the two polar coordinates
r
and theta
.
You can also pass in a single object which will be used to initialize the vector. Supported objects include:
- an existing
vec.Vector2
object (just returns that object), - an object which has
.r
and.theta
attributes, - a mapping object with exactly two keys,
'r'
and'theta'
, and - an ordered iterable object with exactly two elements.
If r
is 0
, theta
must be None
, and from_polar
will
return the zero vector. If r
is not 0
, theta
must not
be None
.
Methods
vec.Vector2
objects support the following methods:
vec.Vector2.almost_equal(other, places)
Returns True
if the vector and other
are the same vector,
down to places
decimal places. Like the Vector2
class's
support for the ==
operator, the comparison is only done
using cartesian coordinates, for consistency.
vec.Vector2.scaled(scalar)
Returns a new vec.Vector2
object, equivalent to the original vector multiplied by that scalar.
vec.Vector2.scaled_to_length(r)
Returns a new vec.Vector2
object, equivalent to the original vector with its length set to r
.
vec.Vector2.normalized()
Returns a new vec.Vector2
object, equivalent to the original vector scaled to length 1.
vec.Vector2.rotated(theta)
Returns a new vec.Vector2
object, equal to the original vector rotated by theta
radians.
vec.Vector2.dot(other)
Returns the "dot product" self
• other
. This result is a scalar value, not a vector.
vec.Vector2.cross(other)
Returns the "cross product" self
⨯ other
. This result is a scalar value, not a vector.
Note: technically, there is no "cross product" defined for 2-dimensional vectors. In actuality this returns the "perpendicular dot product", or "perp dot product", of the two vectors, because that's what people actually want when they ask for the "cross product" of two 2D vectors.
vec.Vector2.polar()
Returns a 2-tuple of (self.r, self.theta)
.
vec.Vector2.lerp(other, ratio)
Returns a vector representing a linear interpolation between self
and other
, according
to the scalar ratio ratio
. ratio
should be a value between (and including) 0
and 1
.
If ratio
is 0
, this returns self
. If ratio
is 1
, this returns other
.
If ratio
is 0.4
, this returns (self * 0.6) + (other * 0.4)
.
vec.Vector2.slerp(other, ratio)
Returns a vector representing a spherical interpolation between self
and other
, according
to the scalar ratio ratio
. ratio
should be a value between (and including) 0
and 1
.
If ratio
is 0
, this returns self
. If ratio
is 1
, this returns other
.
vec.Vector2.nlerp(other, ratio)
Returns a vector representing a normalized linear interpolation between self
and other
,
according to the scalar ratio ratio
. ratio
should be a value between (and including)
0
and 1
. If ratio
is 0
, this returns self
. If ratio
is 1
, this returns other
.
Constants
vec.vector2_zero
The immutable, eternal "zero" vec.Vector2
vector object.
vec
guarantees that every zero vector is a reference to this object:
>>> v = vec.Vector2(0, 0)
>>> v is vec.vector2_zero
True
Mathematically-speaking, the zero vector when expressed in polar coordinates
doesn't have a defined angle. Therefore vec
defines its zero vector as
having an angle of None
. The zero vector must have r
set to zero
and theta
set to None
, and any other vector must have a non-zero r
and theta
set to a value besides None
.
Extending vec to handle other types
vec
does some input verification on its inputs.
Coordinates--x
, y
, r
, theta
--are required to be
either int
or long
.
(Technically theta
can also be None
.) This best serves
the intended use case of vec
as a 2D vector library for
game programming in Python.
If you want to experiment with vec
for other use cases,
you may want vec
to permit other types to be valid
coordinates. vec
provides a simple mechanism to allow
this. Simply call:
vec.permit_coordinate_type(T)
before creating your vector, passing in the type you want
to use as a coordinate as T
, and vec
will now accept
objects of that type as coordinates.
Note that the types you extend vec
with in this manner
should behave like numeric types, like int
and float
.
Changelog
0.6.2 2023/06/14
- Added
Vector2.almost_equal
, which supports testing for slightly-inexact equality.
0.6.1 2023/06/14
- Enhanced the
Vector2
constructor: now it also accepts mappings. The mapping must have exactly two elements,x
andy
. - Enhanced
Vector2.from_polar
. It now accepts all the same stuff as theVector2
constructor:Vector2
objects, namespaces, mappings, and iterables. Where it examines names (attributes, keys) it naturally usesr
andtheta
instead ofx
andy
.
0.6 2023/06/14
A major improvement!
-
vec
now has a proper test suite. -
vec
now passes its test suite with 100% coverage. -
vec
explicitly supports Python 3.6+. -
Added more shortcut optimizations, e.g. rotating a cartesian vector by a multiple of
pi/2
. -
Tightened up the metaclass
__call__
logic a great deal. -
Implemented
vec.Vector2.slerp
, and addedvec.Vector2.nlerp
. -
Allowed
vec.permit_coordinate_type
, to allow extending the set of permissible types for coordinates. -
Internal details:
- Now cache
_cartesian
and_hash
internally, as well as_polar
. (A vector can have a complete set of both cartesian and polar coordinates, so it's nice to know everything that's available--that can make some operations faster.)
- Now cache
-
Bugfix:
vec.Vector2.dot()
was simply wrong, it was adding where it should have been multiplying. Fixes #3.
0.5 2021/03/21
Initial version.
Project details
Download files
Download the file for your platform. If you're not sure which to choose, learn more about installing packages.
Source Distribution
Built Distribution
File details
Details for the file vec-0.6.2.tar.gz
.
File metadata
- Download URL: vec-0.6.2.tar.gz
- Upload date:
- Size: 25.8 kB
- Tags: Source
- Uploaded using Trusted Publishing? No
- Uploaded via: python-requests/2.30.0
File hashes
Algorithm | Hash digest | |
---|---|---|
SHA256 | 4b60798d59a5a21ed17ef81b39cb0283c84c3b7f3ccd4fcc98105d1485cc9a14 |
|
MD5 | 3832bdbcb60a2b15071c860f541812cd |
|
BLAKE2b-256 | 63864afa79f1b6f5fcf739801f52c4042622a14258508b0fe337c9f50756330d |
File details
Details for the file vec-0.6.2-py3-none-any.whl
.
File metadata
- Download URL: vec-0.6.2-py3-none-any.whl
- Upload date:
- Size: 15.4 kB
- Tags: Python 3
- Uploaded using Trusted Publishing? No
- Uploaded via: python-requests/2.30.0
File hashes
Algorithm | Hash digest | |
---|---|---|
SHA256 | 22944e2f762b1da4672bf6f9975626dbaf7b08f18109206ed37e7c867851abef |
|
MD5 | 52501d6da7f75011246672e7a06878b2 |
|
BLAKE2b-256 | c20535ed3db7e3acf9149da99fd8e0aa32876e0abef0106beed81a33d25272a5 |