vec is a module currently publishing one class: Vector2, a 2D
vector object designed for game development.
Features:
Vector2objects are immutable.Vector2support all the usual vector object features, including operator overloading.- Attributes of
Vector2objects are lazily-computed where possible. Vector2objects effortlessly support both cartesian and polar coordinates.
vec supports Python 3.6+, and passes its unit test suite with 100% coverage.
I've participated in four PyWeek gaming challenges. And twice, 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 would it 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 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's Vector2 avoids all these problems:
Vector2objects are immutable,- they make polar and cartesian coordinates both first-class citizens, and
- they strictly use radians for polar coordinates.
Vector2 objects conceptually represent a vector. They can be
defined using either cartesian or polar coordinates, and any Vector2
can be queried for both its cartesian and polar coordinates.
Most vector objects in games are defined using cartesian coordinates.
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:
Vector2(0, 1)
Vector2(x=0, y=1)
Vector2((0, 1))
Vector2([0, 1])
Vector2(iter([0, 1]))
Vector2({'x':0, 'y':1})
Vector2(types.SimpleNamespace(x=0, y=1))
All these define the same vector. That last example is there to demonstrate
that Vector2 can create a vector based on any object with x and y
attributes.
Every Vector2 object supports both cartesian and polar coordinates.
You can define a Vector2 using cartesian coordinates, then examine
its polar coordinates. This:
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 define a Vector2 object using polar
coordinates, then examine its cartesian coordinates:
v2 = vec.Vector2(r=1, theta=math.pi/2)
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 our result has an infinitesimal error.
To define a valid Vector2 object, you must have a complete
set of either cartesian or polar coordinates--either is sufficient.
All other attributes will be lazily computed on demand.
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 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 Vector2 objects compute their result
using the cheapest approach. If you have a 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! Vector2 takes advantage of many such serendipities,
performing your vector math as cheaply and accurately as possible.
Vector2(x=None, y=None, *, r=None, theta=None, r_squared=None)
-
Constructs a
Vector2object. You may pass in as many or as few of these arguments as you like; however, you must pass in either bothxandyor bothrandtheta. 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
Vector2object (just returns that object), - an object which has
.xand.yattributes, - a mapping object with exactly two keys,
'x'and'y', and - an ordered iterable object with exactly two elements, which
will be used as
'x'and'y'respectively.
Vector2only does some validation of its arguments. It ensures thatrandthetaare normalized. However, it doesn't check that(x, y)and(r, theta)describe the same vector. If you pass inxandy, and also pass in athetaandrthat don't match, you'll get back theVector2that you asked for. Good luck! - an existing
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 if you have
a Vector2 object defined with cartesian coordinates,
it's much cheaper to compute r_squared than r.
And there are many use cases where r_squared works
just as well as r.
For example, consider collision detection in a game. One way to decide whether two objects are colliding is to measure the distance between them--if it's less than a certain distance R, the two objects are colliding. But computing the actual distance is expensive--it requires a time-consuming square root. It's much cheaper to compute the distance-squared between the two points. If that's less than R2, the two objects are colliding.
Vector2 objects support the iterator protocol.
len() on a Vector2 object will always return 2.
You can also iterate over a Vector2 object,
which will yield the x and y attributes in that order.
Vector2 objects support the sequence protocol. You can subscript
them, which behaves as if the Vector2 object is a tuple of length
2 containing the x and y attributes.
Vector2 objects 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.
Vector2 objects are hashable, but they're not ordered.
(You can't ask if one vector is less than another.)
Vector2 objects support the following operators:
v1 + v2adds the two vectors together.v1 - v2subtracts the right vector from the left vector.v1 * scalarmulitplies the vector by a scalar amount, equivalent tov1.scale(scalar).v1 / scalardivides the vector by a scalar amount.+v1is exactly the same asv1.-v1returns the opposite ofv1, such thatv1 + (-v1)should be the zero vector. (This may not always be the case due to floating-point imprecision.)v1 == v2isTrueif the two vectors are exactly the same, andFalseotherwise. 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. Consider using thealmost_equalmethod, which allows for some imprecision in its comparison.v1 != v2isFalseif the two vectors are exactly the same, andTrueotherwise. 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. Again, consider using thealmost_equalmethod and negating the results.v[0]andv.xevaluate to the same number.v[1]andv.yevaluate to the same number.list(v)is the same as[v.x, v.y].
vec.from_polar(r, theta)
-
Constructs a
Vector2object from the two polar coordinatesrandtheta.You can also pass in a single object which will be used to initialize the vector. Supported objects include:
- an existing
Vector2object (just returns that object), - an object which has
.rand.thetaattributes, - a mapping object with exactly two keys,
'r'and'theta', and - an ordered iterable object with exactly two elements, which will
be interpreted as
'r'and'theta'in that order.
If
ris0,thetamust beNone, andfrom_polarwill return the zero vector. Ifris not0,thetamust not beNone. - an existing
Vector2 objects support the following methods:
Vector2.almost_equal(other, places)
-
Returns
Trueif the vector andotherare the same vector, down toplacesdecimal places. Like theVector2class's support for the==operator, the comparison is only done using cartesian coordinates, for consistency.
Vector2.scaled(scalar)
-
Returns a new
Vector2object, equivalent to the original vector multiplied by that scalar.
Vector2.scaled_to_length(r)
-
Returns a new
Vector2object, equivalent to the original vector with its length set tor.
Vector2.normalized()
-
Returns a new
Vector2object, equivalent to the original vector scaled to length 1.
Vector2.rotated(theta)
-
Returns a new
Vector2object, equal to the original vector rotated bythetaradians.
Vector2.dot(other)
-
Returns the "dot product"
self•other. This result is a scalar value, not a vector.
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. This actually returns the "perpendicular dot product" of the two vectors, because that's what people generally mean when they ask for the "cross product" of two 2D vectors.
Vector2.polar()
-
Returns a 2-tuple of
(self.r, self.theta).
Vector2.lerp(other, ratio)
-
Returns a vector representing a linear interpolation between
selfandother, according to the scalar ratioratio.ratioshould be a value between (and including)0and1. Ifratiois0, this returnsself. Ifratiois1, this returnsother. Ifratiois between0and1non-inclusive, this returns a point on the line segment defined by the two endpointsselfandother, with the point beingratiobetweenselfandother. For example, ifratiois0.4, this returns(self * 0.6) + (other * 0.4).Note that it's not an error to specify a
ratioless than0or greater than1, andratioisn't clamped to this range.
Vector2.slerp(other, ratio, *, reflected=None, epsilon=1e-6)
-
Returns a vector representing a spherical interpolation between
selfandother, according to the scalar ratioratio.ratioshould be a value between (and including)0and1. Ifratiois0, this returnsself. Ifratiois1, this returnsother.Note that it's not an error to specify a
ratioless than0or greater than1, andratioisn't clamped to this range.To facilitate compatibility with pygame, by default
slerpproduces identical results topygame.math.Vector2.slerp. This includes the following behavior: whenratiois <0,slerpnegatesratioand traces an alternate path betweenselfandother. This makes it impossible to use actual negative values forratio.If you want to use actual negative ratios, specify the
reflectedparameter. This both specifies which path to trace and disables reflectingratioaround0.reflected=Falseselects the path normally traced by positive ratios, andreflected=Trueselects the path normally traced by negative ratios.(A previous implementation of
slerpproduced different results; it's still available, with the new nameVector2.vec_slerp. It doesn't accept theepsilonargument.)
Vector2.nlerp(other, ratio)
-
Returns a vector representing a normalized linear interpolation between
selfandother, according to the scalar ratioratio.ratioshould be a value between (and including)0and1. Ifratiois0, this returnsself. Ifratiois1, this returnsother.Note that it's not an error to specify a
ratioless than0or greater than1, andratiois not clamped to this range.
vector2_zero
-
The "zero"
Vector2vector object.vecguarantees that every zero vector is a reference to this object:>>> v = vec.Vector2(0, 0) >>> v is vec.vector2_zero TrueMathematically-speaking, the zero vector when expressed in polar coordinates doesn't have a defined angle. Therefore
vecdefines its zero vector as having an angle ofNone. The zero vector must haverset to zero andthetaset toNone, and any other vector must have a non-zerorandthetaset to a numeric value.
vector2_1_0
-
A predefined
Vector2vector object, equivalent toVector2(1, 0). When constructing aVector2object that is exactly equivalent to this vector, theVector2constructor will always return a reference to this vector:>>> v = vec.Vector2(1, 0) >>> v is vec.vector2_1_0 True >>> v2 = vec.Vector2(r=1, theta=0) >>> v2 is vec.vector2_1_0 True
vector2_0_1
-
A predefined
Vector2vector object, equivalent toVector2(0, 1). When constructing aVector2object that is exactly equivalent to this vector, theVector2constructor will always return a reference to this vector:>>> v = vec.Vector2(0, 1) >>> v is vec.vector2_0_1 True >>> v2 = vec.Vector2(r=1, theta=pi/2) >>> v2 is vec.vector2_0_1 True
vector2_1_1
-
A predefined
Vector2vector object, equivalent toVector2(1, 1). When constructing aVector2object that is exactly equivalent to this vector, theVector2constructor will always return a reference to this vector:>>> v = vec.Vector2(1, 1) >>> v is vec.vector2_1_1 True >>> v2 = vec.Vector2(r=2 ** 0.5, theta=pi/4) >>> v2 is vec.vector2_1_1 True
vec does some input verification on its inputs.
Coordinates--x, y, r, theta--are required to be
either int or float.
(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.
0.7.1 2024/09/15
- Added the
reflectedparameter toVector2.slerp, allowing you to render actual negative ratios. For compatibility withpygame.math.Vector2.slerp, negative ratios normally trace an alternate path using a symmetric unit circle. Specifying a boolean value forreflecteddisables this behavior, letting you explicitly select which path you want.
0.7 2024/09/15
- Breaking change: Retooled support for
slerp(spherical linear interpolation) to increase cross-library compatibility:vec's old implementation has been renamedvec_slerp.- There's a new method,
pygame_slerp, which produces essentially identical results topygame.math.Vector2.slerp. - The
Vector2.slerpmethod defaults topygame_slerp. vec_slerpnow raisesTypeError(instead ofValueError) ifratiois the wrong type. (Makes sense, right?)
- Change the
reprforVector2objects. If bothxandyare set, and they're both integers, it's more pleasant to see only those values, even if some/all of the other values are cached. This makesrepr(vector2_zero)a lot easier to read. - Updated copyright dates to 2024.
0.6.3 2023/10/26
-
Added three new predefined vectors:
vector2_0_1isVector2(0, 1)vector2_1_0isVector2(1, 0)vector2_1_1isVector2(1, 1)
Any expression that results in a vector that would be exactly equal to one of these vectors is guaranteed to return the predefined vector.
Vector2(1, 0) is vector2_1_0evaluates toTrue.
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
Vector2constructor: now it also accepts mappings. The mapping must have exactly two elements,xandy. - Enhanced
Vector2.from_polar. It now accepts all the same stuff as theVector2constructor:Vector2objects, namespaces, mappings, and iterables. Where it examines names (attributes, keys) it naturally usesrandthetainstead ofxandy.
0.6 2023/06/14
A major improvement!
-
vecnow has a proper test suite. -
vecnow passes its test suite with 100% coverage. -
vecexplicitly 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
Vector2.slerp, and addedVector2.nlerp. -
Allowed
vec.permit_coordinate_type, to allow extending the set of permissible types for coordinates. -
Internal details:
- Now cache
_cartesianand_hashinternally, 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:
Vector2.dot()was simply wrong, it was adding where it should have been multiplying. Fixes #3.
0.5 2021/03/21
Initial version.