Created
June 3, 2011 14:26
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A simple Vector2D class used in Corona SDK games.
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Vector2D = {} | |
function Vector2D:new(x, y) | |
local object = { x = x, y = y } | |
setmetatable(object, { __index = Vector2D }) | |
return object | |
end | |
function Vector2D:copy() | |
return Vector2D:new(self.x, self.y) | |
end | |
function Vector2D:magnitude() | |
return math.sqrt(self.x^2 + self.y^2) | |
end | |
function Vector2D:normalize() | |
local temp | |
temp = self:magnitude() | |
if temp > 0 then | |
self.x = self.x / temp | |
self.y = self.y / temp | |
end | |
end | |
function Vector2D:limit(l) | |
if self.x > l then | |
self.x = l | |
end | |
if self.y > l then | |
self.y = l | |
end | |
end | |
function Vector2D:equals(vec) | |
if self.x == vec.x and self.y == vec.y then | |
return true | |
else | |
return false | |
end | |
end | |
function Vector2D:add(vec) | |
self.x = self.x + vec.x | |
self.y = self.y + vec.y | |
end | |
function Vector2D:sub(vec) | |
self.x = self.x - vec.x | |
self.y = self.y - vec.y | |
end | |
function Vector2D:mult(s) | |
self.x = self.x * s | |
self.y = self.y * s | |
end | |
function Vector2D:div(s) | |
self.x = self.x / s | |
self.y = self.y / s | |
end | |
function Vector2D:dot(vec) | |
return self.x * vec.x + self.y * vec.y | |
end | |
function Vector2D:dist(vec2) | |
return math.sqrt( (vec2.x - self.x) + (vec2.y - self.y) ) | |
end | |
-- Class Methods | |
function Vector2D:Normalize(vec) | |
local tempVec = Vector2D:new(vec.x,vec.y) | |
local temp | |
temp = tempVec:magnitude() | |
if temp > 0 then | |
tempVec.x = tempVec.x / temp | |
tempVec.y = tempVec.y / temp | |
end | |
return tempVec | |
end | |
function Vector2D:Limit(vec,l) | |
local tempVec = Vector2D:new(vec.x,vec.y) | |
if tempVec.x > l then | |
tempVec.x = l | |
end | |
if tempVec.y > l then | |
tempVec.y = l | |
end | |
return tempVec | |
end | |
function Vector2D:Add(vec1, vec2) | |
local vec = Vector2D:new(0,0) | |
vec.x = vec1.x + vec2.x | |
vec.y = vec1.y + vec2.y | |
return vec | |
end | |
function Vector2D:Sub(vec1, vec2) | |
local vec = Vector2D:new(0,0) | |
vec.x = vec1.x - vec2.x | |
vec.y = vec1.y - vec2.y | |
return vec | |
end | |
function Vector2D:Mult(vec, s) | |
local tempVec = Vector2D:new(0,0) | |
tempVec.x = vec.x * s | |
tempVec.y = vec.y * s | |
return tempVec | |
end | |
function Vector2D:Div(vec, s) | |
local tempVec = Vector2D:new(0,0) | |
tempVec.x = vec.x / s | |
tempVec.y = vec.y / s | |
return tempVec | |
end | |
function Vector2D:Dist(vec1, vec2) | |
return math.sqrt( (vec2.x - vec1.x) + (vec2.y - vec1.y) ) | |
end | |
return Vector2D |
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Here's how to limit the actual magnitude of a vector (the limit function in the code above only deals with individual components, not magnitude). I ported this from the openFrameworks ofVec3f class (https://github.com/openframeworks/openFrameworks/blob/master/libs/openFrameworks/math/ofVec3f.h#L931)