Class | Rubygame::Ftor |
In: |
lib/rubygame/ftor.rb
|
Parent: | Object |
NOTE: Ftor is DEPRECATED and will be removed in Rubygame 3.0! A mostly-compatible vector class will be provided at or before that time.
NOTE: you must require ‘rubygame/ftor’ manually to gain access to Rubygame::Ftor. It is not imported with Rubygame by default!
Ftor ("Fake vecTOR"), a vector-like class for 2D position/movement.
(NB: See angle for an important note about why angles appear to be the opposite of what you may expect.)
Ftor is useful for storing 2D coordinates (x,y) as well as vector quantities such as velocity and acceleration (representationally, points and vectors are equivalent.) Although Ftors are always represented internally as Cartesian coordinates (x, y), it is possible to deal with an Ftor as polar coordinates (angle, magnitude) instead. See new_am and set_am!, for example.
Ftor is a "fake" vector because it has certain convenient properties which differ from "true" vectors (i.e. vectors in a strict mathematical sense).
Unlike vectors, Ftors may be multiplied or divided to another Ftor. This is equivalent to multiplying or dividing each component by the corresponding component in the second Ftor. If you like, you can think of this feature as scaling each component of the Ftor by a separate factor:
Ftor(a,b) * Ftor(c,d) = Ftor(a*c, b*d)
Of course, Ftors also have the usual vector behavior for addition/subraction between two Ftors, and multiplication/division of an Ftor by a scalar:
Ftor(a,b) + Ftor(c,d) = Ftor(a+c, b+d) Ftor(a,b) * n = Ftor(a*n, b*n)
Additionally, Ftor contains functions for manipulating itself. You can both get and set such properties as angle, magnitude, unit, and normal, and the Ftor will change in-place as needed. For example, if you set angle=, the vector will change to have the new angle, but keeps the same magnitude as before.
Ftor attempts to save processing time (at the expense of memory) by storing secondary properties (angle, magnitude, etc.) whenever they are calculated,so that they need not be calculated repeatedly. If the vector changes, the properties will be calculated again the next time they are needed. (In future versions, it may be possible to disable this feature for certain Ftors, for example if they will change very often, to save memory.)
PI | = | Math::PI |
HALF_PI | = | PI*0.5 |
THREE_HALF_PI | = | PI*1.5 |
TWO_PI | = | PI*2 |
x | [R] | |
y | [R] |
Returns a new Ftor which represents the difference in position of two points +p1+ and +p2+. (+p1+ and +p2+ can be Ftors, size-2 Arrays, or anything else which has two numerical components and responds to #[].)
In other words, assuming v is the Ftor returned by this function:
p1 + v = p2
# File lib/rubygame/ftor.rb, line 107 def self.new_from_to(p1,p2) return self.new(p2[0]-p1[0],p2[1]-p1[1]) end
Perform multiplication of this Ftor by the scalar other, like so:
Ftor(a,b) * n = Ftor(a*n, b*n)
However, if this causes TypeError, attempt to extract indices 0 and 1 with other‘s #[] operator, and multiply them into the corresponding components of this Ftor, like so:
Ftor(a,b) * Ftor(c,d) = Ftor(a*c, b*d) Ftor(a,b) * [c,d] = Ftor(a*c, b*d)
# File lib/rubygame/ftor.rb, line 221 def *(other) return self.class.new(@x*other,@y*other) rescue TypeError return self.class.new(@x*other[0],@y*other[1]) end
Like #+, but performs subtraction instead of addition.
# File lib/rubygame/ftor.rb, line 209 def -(other) return self.class.new(@x-other[0],@y-other[1]) end
Like #*, but performs division instead of multiplication.
# File lib/rubygame/ftor.rb, line 228 def /(other) x, y = @x.to_f, @y.to_f return self.class.new(x/other,y/other) rescue TypeError return self.class.new(x/other[0],y/other[1]) end
Clears stored values for angle, magnitude, normal, and unit, so that they will be recalculated the next time they are needed. Intended for internal use, but might be useful in other situations.
# File lib/rubygame/ftor.rb, line 375 def _clear @angle = nil @magnitude = nil @normal = nil @unit = nil return self end
Return the angle (radians) this Ftor forms with the positive X axis. This is the same as the Ftor‘s angle in a polar coordinate system.
IMPORTANT: Because the positive Y axis on the Rubygame::Screen points downwards, an angle in the range 0..PI will appear to point downwards, rather than upwards! This also means that positive rotation will appear clockwise, and negative rotation will appear counterclockwise! This is the opposite of what you would expect in geometry class!
# File lib/rubygame/ftor.rb, line 244 def angle @angle or @angle = Math.atan2(@y,@x) end
Rotate this Ftor in-place by angle (radians). This is the same as adding angle to this Ftor‘s angle.
IMPORTANT: Positive rotation will appear clockwise, and negative rotation will appear counterclockwise! See angle for the reason.
# File lib/rubygame/ftor.rb, line 350 def rotate!(angle) # case(angle) # when HALF_PI, -THREE_HALF_PI # self.set!(@y,-@x) # when THREE_HALF_PI, -HALF_PI # self.set!(-@y,@x) # when PI, -PI # self.set!(@y,-@x) # when 0, TWO_PI, -TWO_PI # self.set!(@y,-@x) # else self.a += angle # end return self end
Rotates this Ftor in-place, so that its unit vector matches the unit vector of the given Ftor.
In other words, changes the angle of this Ftor to be the same as the angle of the given Ftor, but this Ftor‘s magnitude does not change.
# File lib/rubygame/ftor.rb, line 307 def unit=(other) set!( *(self.class.new(*other).unit() * magnitude()) ) end