Difference between revisions of "Oolite JavaScript Reference: Vector3D"

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(Updating Oolite scripting documentation for 1.73.)
(Updating Oolite scripting documentation for 1.73.)
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<small>'''Vector3D''' was called '''Vector''' in Oolite test releases prior to '''1.72'''.</small>
 
<small>'''Vector3D''' was called '''Vector''' in Oolite test releases prior to '''1.72'''.</small>
  
The '''<code>Vector</code>''' class represents a [http://en.wikipedia.org/wiki/Vector_%28spatial%29 geometrical vector] in three-dimensional space, in cartesian representation. It is used to represent positions, headings and velocities. Explaining vector geometry is beyond the scope of this document, but there are numerous tutorials on the web.
+
The '''<code>Vector3D</code>''' class represents a [http://en.wikipedia.org/wiki/Vector_%28spatial%29 geometrical vector] in three-dimensional space, in cartesian representation. It is used to represent positions, headings and velocities. Explaining vector geometry is beyond the scope of this document, but there are numerous tutorials on the web.
  
 
=== Vector Expressions ===
 
=== Vector Expressions ===
 
All Oolite-provided functions which take a vector as an argument may instead be passed an [[Oolite JavaScript Reference: Entity|Entity]] instead, in which case the entity’s <code>[[Oolite JavaScript Reference: Entity#position|position]]</code> is used. In specifications, this is represented by arguments named <code>vectorOrEntity</code>.
 
All Oolite-provided functions which take a vector as an argument may instead be passed an [[Oolite JavaScript Reference: Entity|Entity]] instead, in which case the entity’s <code>[[Oolite JavaScript Reference: Entity#position|position]]</code> is used. In specifications, this is represented by arguments named <code>vectorOrEntity</code>.
  
Additionally, most <code>Vector</code> methods may be passed three numbers, or an array of three numbers, instead of a vector. In specifications, this is represented by arguments named <code>vectorExpression</code>. For example, if <code>a</code> and <code>b</code> are vectors whose values are (0, 1, 0) and (1, 0, 0) respectively, the following are equivalent:
+
Additionally, most <code>Vector3D</code> methods may be passed three numbers, or an array of three numbers, instead of a vector. In specifications, this is represented by arguments named <code>vectorExpression</code>. For example, if <code>a</code> and <code>b</code> are vectors whose values are (0, 1, 0) and (1, 0, 0) respectively, the following are equivalent:
  
 
  var c = a.add(b);
 
  var c = a.add(b);
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== Methods ==
 
== Methods ==
 
=== Constructor ===
 
=== Constructor ===
  '''new Vector'''([value : [[#Vector Expressions|vectorExpression]]]) : Vector
+
  '''new Vector3D'''([value : [[#Vector Expressions|vectorExpression]]]) : Vector3D
 
Create a new vector with the specified value. If no value is provided, the vector is initialized to (0, 0, 0).
 
Create a new vector with the specified value. If no value is provided, the vector is initialized to (0, 0, 0).
  
 
=== <code>add</code> ===
 
=== <code>add</code> ===
  function '''add'''(v : [[#Vector Expressions|vectorExpression]]) : Vector
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  function '''add'''(v : [[#Vector Expressions|vectorExpression]]) : Vector3D
 
Returns the vector sum of the target and <code>v</code>.
 
Returns the vector sum of the target and <code>v</code>.
  
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=== <code>cross</code> ===
 
=== <code>cross</code> ===
  function '''cross'''(v : [[#Vector Expressions|vectorExpression]]) : Vector
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  function '''cross'''(v : [[#Vector Expressions|vectorExpression]]) : Vector3D
 
Returns the [http://en.wikipedia.org/wiki/Vector_%28spatial%29#Cross_product cross product] of the target and <code>[[#Vector Expressions|vectorExpression]]</code>.
 
Returns the [http://en.wikipedia.org/wiki/Vector_%28spatial%29#Cross_product cross product] of the target and <code>[[#Vector Expressions|vectorExpression]]</code>.
  
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=== <code>direction</code> ===
 
=== <code>direction</code> ===
  function '''direction'''() : Vector
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  function '''direction'''() : Vector3D
 
Returns the [http://en.wikipedia.org/wiki/Unit_vector unit vector] with the same direction as the target.
 
Returns the [http://en.wikipedia.org/wiki/Unit_vector unit vector] with the same direction as the target.
  
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=== <code>multiply</code> ===
 
=== <code>multiply</code> ===
  function '''multiply'''(f : Number) : Vector
+
  function '''multiply'''(f : Number) : Vector3D
 
Returns the product of the target and <code>f</code>. This has the effect of scaling the vector by the factor <code>f</code>.
 
Returns the product of the target and <code>f</code>. This has the effect of scaling the vector by the factor <code>f</code>.
  
 
=== <code>rotateBy</code> ===
 
=== <code>rotateBy</code> ===
  function '''rotateBy'''(q : [[Oolite JavaScript Reference: Quaternion#Quaternion Expressions|quaternionExpression]]) : Vector
+
  function '''rotateBy'''(q : [[Oolite JavaScript Reference: Quaternion#Quaternion Expressions|quaternionExpression]]) : Vector3D
 
Apply the rotation specified by <code>q</code> to the target vector.
 
Apply the rotation specified by <code>q</code> to the target vector.
  
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=== <code>subtract</code> ===
 
=== <code>subtract</code> ===
  function '''subtract'''(v : [[#Vector Expressions|vectorExpression]]) : Vector
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  function '''subtract'''(v : [[#Vector Expressions|vectorExpression]]) : Vector3D
 
Returns the vector difference between the target and <code>v</code>.
 
Returns the vector difference between the target and <code>v</code>.
  
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=== <code>interpolate</code> ===
 
=== <code>interpolate</code> ===
 
{{Oolite-method-added|1.70}}
 
{{Oolite-method-added|1.70}}
  function '''interpolate'''(u : [[#Vector Expressions|vectorExpression]], v : [[#Vector Expressions|vectorExpression]], where : Number) : Vector
+
  function '''interpolate'''(u : [[#Vector Expressions|vectorExpression]], v : [[#Vector Expressions|vectorExpression]], where : Number) : Vector3D
Returns a point on the line between <code>u</code> and <code>v</code>. If <code>where</code> is 0, the result is <code>u</code>.  If <code>where</code> is 1, the result is <code>v</code>. If <code>where</code> is 0.5, the result is half way between <code>u</code> and <code>v</code>. Values of <code>where</code> outside the range [0, 1] are valid; for instance, <code>Vector.interpolate(u, v, -1)</code> returns a point as far from <code>u</code> as <code>v</code> is, but in the opposite direction.
+
Returns a point on the line between <code>u</code> and <code>v</code>. If <code>where</code> is 0, the result is <code>u</code>.  If <code>where</code> is 1, the result is <code>v</code>. If <code>where</code> is 0.5, the result is half way between <code>u</code> and <code>v</code>. Values of <code>where</code> outside the range [0, 1] are valid; for instance, <code>Vector3D.interpolate(u, v, -1)</code> returns a point as far from <code>u</code> as <code>v</code> is, but in the opposite direction.
  
<code>Vector.interpolate(u, v, where)</code> is equivalent to <code>u.[[#add|add]](v.[[#subtract|subtract]](u).[[#multiply|multiply]](where))</code>, or <code>u.[[#multiply|multiply]](1 - where).[[#add|add]](v. [[#multiply|multiply]](where))</code>.
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<code>Vector3D.interpolate(u, v, where)</code> is equivalent to <code>u.[[#add|add]](v.[[#subtract|subtract]](u).[[#multiply|multiply]](where))</code>, or <code>u.[[#multiply|multiply]](1 - where).[[#add|add]](v. [[#multiply|multiply]](where))</code>.
  
 
=== <code>random</code> ===
 
=== <code>random</code> ===
 
{{Oolite-method-added|1.71}}
 
{{Oolite-method-added|1.71}}
  function '''random'''([maxLength : Number]) : Vector
+
  function '''random'''([maxLength : Number]) : Vector3D
Returns a vector of random length up to <code>maxLength</code>, in a random direction. If <code>maxLength</code> is not specified (or not a number), 1.0 is used. These vectors are uniformly distributed within the unit sphere, which has the effect that longer vectors are more common than shorter ones. Use <code>Vector.[[#randomDirectionAndLength|randomDirectionAndLength]]()</code> if an even length distribution is desired.
+
Returns a vector of random length up to <code>maxLength</code>, in a random direction. If <code>maxLength</code> is not specified (or not a number), 1.0 is used. These vectors are uniformly distributed within the unit sphere, which has the effect that longer vectors are more common than shorter ones. Use <code>Vector3D.[[#randomDirectionAndLength|randomDirectionAndLength]]()</code> if an even length distribution is desired.
  
 
In the following image, the cloud on the left was made with the 2D equivalent of <code>random()</code>, and the image on the right was made with the 2D equivalent of <code>randomDirectionAndLength()</code>.<br />[[Image:Randomvectordistribution.png]]
 
In the following image, the cloud on the left was made with the 2D equivalent of <code>random()</code>, and the image on the right was made with the 2D equivalent of <code>randomDirectionAndLength()</code>.<br />[[Image:Randomvectordistribution.png]]
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=== <code>randomDirection</code> ===
 
=== <code>randomDirection</code> ===
 
{{Oolite-method-added|1.71}}
 
{{Oolite-method-added|1.71}}
  function '''randomDirection'''([scale : Number]) : Vector
+
  function '''randomDirection'''([scale : Number]) : Vector3D
 
Returns a vector of length <code>scale</code>, in a random direction. If <code>scale</code> is not specified (or not a number), 1.0 is used.
 
Returns a vector of length <code>scale</code>, in a random direction. If <code>scale</code> is not specified (or not a number), 1.0 is used.
  
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=== <code>randomDirectionAndLength</code> ===
 
=== <code>randomDirectionAndLength</code> ===
 
{{Oolite-method-added|1.71}}
 
{{Oolite-method-added|1.71}}
  function '''randomDirectionAndLength'''([maxLength : Number]) : Vector
+
  function '''randomDirectionAndLength'''([maxLength : Number]) : Vector3D
Returns a vector of random length up to <code>maxLength</code>, in a random direction. If <code>maxLength</code> is not specified (or not a number), 1.0 is used. These vectors have a uniform distribution of magnitude (all lengths are equally likely), but cluster towards the origin. Use <code>Vector.[[#random|random]]()</code> if an even spacial distribution is desired.
+
Returns a vector of random length up to <code>maxLength</code>, in a random direction. If <code>maxLength</code> is not specified (or not a number), 1.0 is used. These vectors have a uniform distribution of magnitude (all lengths are equally likely), but cluster towards the origin. Use <code>Vector3D.[[#random|random]]()</code> if an even spacial distribution is desired.
  
 
'''See Also:''' <code>[[#random|random]]()</code>, <code>[[#randomDirection|randomDirection]]()</code>
 
'''See Also:''' <code>[[#random|random]]()</code>, <code>[[#randomDirection|randomDirection]]()</code>
  
 
[[Category:Oolite scripting]] [[Category:Updated JavaScript features in Oolite 1.72]]
 
[[Category:Oolite scripting]] [[Category:Updated JavaScript features in Oolite 1.72]]

Revision as of 19:00, 3 November 2008

Prototype: Object
Subtypes: none

Vector3D was called Vector in Oolite test releases prior to 1.72.

The Vector3D class represents a geometrical vector in three-dimensional space, in cartesian representation. It is used to represent positions, headings and velocities. Explaining vector geometry is beyond the scope of this document, but there are numerous tutorials on the web.

Vector Expressions

All Oolite-provided functions which take a vector as an argument may instead be passed an Entity instead, in which case the entity’s position is used. In specifications, this is represented by arguments named vectorOrEntity.

Additionally, most Vector3D methods may be passed three numbers, or an array of three numbers, instead of a vector. In specifications, this is represented by arguments named vectorExpression. For example, if a and b are vectors whose values are (0, 1, 0) and (1, 0, 0) respectively, the following are equivalent:

var c = a.add(b);
var d = a.add(1, 0, 0);
var e = a.add([1, 0, 0]);
// c, d and e are now all (1, 1, 0).

Properties

x

x : Number (read/write)

The x co-ordinate of the vector.

y

y : Number (read/write)

The y co-ordinate of the vector.

z

z : Number (read/write)

The z co-ordinate of the vector.

Methods

Constructor

new Vector3D([value : vectorExpression]) : Vector3D

Create a new vector with the specified value. If no value is provided, the vector is initialized to (0, 0, 0).

add

function add(v : vectorExpression) : Vector3D

Returns the vector sum of the target and v.

See Also: subtract()

angleTo

function angleTo(v : vectorExpression) : Number

Returns the angle (in radians) between the target and vectorExpression.

v.angleTo(u) is equivalent to Math.acos(v.direction().dot(u.direction())).

cross

function cross(v : vectorExpression) : Vector3D

Returns the cross product of the target and vectorExpression.

See Also: dot()

direction

function direction() : Vector3D

Returns the unit vector with the same direction as the target.

v.direction() is equivalent to v.multiply(1 / v.magnitude()).

See Also: magnitude()

distanceTo

function distanceTo(v : vectorExpression) : Number

Returns the distance between the target and v.

u.distanceTo(v) is equivalent to u.subtract(v).magnitude().

See Also: squaredDistanceTo()

dot

function dot(v : vectorExpression) : Number

Returns the dot product of the target and v.

See Also: cross()

magnitude

function magnitude() : Number

Returns the magnitude (or length) of the vector.

See Also: squaredMagnitude(), direction()

multiply

function multiply(f : Number) : Vector3D

Returns the product of the target and f. This has the effect of scaling the vector by the factor f.

rotateBy

function rotateBy(q : quaternionExpression) : Vector3D

Apply the rotation specified by q to the target vector.

rotationTo

function rotationTo(v : vectorExpression [, maxArc : Number]) : Quaternion

Returns a quaternion corresponding to a rotation from the target vector to v. The optional parameter maxArc specifies a maximum rotation angle; if the angle between the target and v is greater than maxArc radians, a rotation of maxArc radians towards vectorExpression is generated instead.

subtract

function subtract(v : vectorExpression) : Vector3D

Returns the vector difference between the target and v.

See Also: add()

squaredDistanceTo

function squaredDistanceTo(v: vectorExpression) : Number

Returns the square of the distance between the target and v.

u.squaredDistanceTo(v) is equivalent to u.distanceTo(v) * u.distanceTo(v), or u.subtract(v).squaredMagnitude().

squaredMagnitude

function squaredMagnitude() : Number

Returns the square of the magnitude of the vector.

v.squaredMagnitude() is equivalent to v.magnitude() * v.magnitude().

toArray

This method was added in Oolite test release 1.70.

function toArray() : Array

Returns an array of the vector’s components, in the order [x, y, z]. v.toArray() is equivalent to [v.x, v.y, v.z].

tripleProduct

function tripleProduct(v : vectorExpression, w : vectorExpression) : Number

Returns the triple product of the target, v and w.

u.tripleProduct(v, w) is equivalent to u.dot(v.cross(w)).

Static methods

interpolate

This method was added in Oolite test release 1.70.

function interpolate(u : vectorExpression, v : vectorExpression, where : Number) : Vector3D

Returns a point on the line between u and v. If where is 0, the result is u. If where is 1, the result is v. If where is 0.5, the result is half way between u and v. Values of where outside the range [0, 1] are valid; for instance, Vector3D.interpolate(u, v, -1) returns a point as far from u as v is, but in the opposite direction.

Vector3D.interpolate(u, v, where) is equivalent to u.add(v.subtract(u).multiply(where)), or u.multiply(1 - where).add(v. multiply(where)).

random

This method was added in Oolite test release 1.71.

function random([maxLength : Number]) : Vector3D

Returns a vector of random length up to maxLength, in a random direction. If maxLength is not specified (or not a number), 1.0 is used. These vectors are uniformly distributed within the unit sphere, which has the effect that longer vectors are more common than shorter ones. Use Vector3D.randomDirectionAndLength() if an even length distribution is desired.

In the following image, the cloud on the left was made with the 2D equivalent of random(), and the image on the right was made with the 2D equivalent of randomDirectionAndLength().
Randomvectordistribution.png

See Also: randomDirection(), randomDirectionAndLength()

randomDirection

This method was added in Oolite test release 1.71.

function randomDirection([scale : Number]) : Vector3D

Returns a vector of length scale, in a random direction. If scale is not specified (or not a number), 1.0 is used.

See Also: random(), randomDirectionAndLength()

randomDirectionAndLength

This method was added in Oolite test release 1.71.

function randomDirectionAndLength([maxLength : Number]) : Vector3D

Returns a vector of random length up to maxLength, in a random direction. If maxLength is not specified (or not a number), 1.0 is used. These vectors have a uniform distribution of magnitude (all lengths are equally likely), but cluster towards the origin. Use Vector3D.random() if an even spacial distribution is desired.

See Also: random(), randomDirection()