linalg~l3kn
LinAlg
Struct based linear algebra library
Vectors
Basic usage
This library includes some predefined vector structs:
LA::Vector1
LA::Vector2
LA::Vector3
LA::Vector4
These structs implement a basic set of functionality
(let's take LA::Vector2
as an example):
require "linalg"
include LA # so we can use `Vector2` instead of `LA::Vector2`
# Predefined constants:
# * `COMPONENTS` (needed by the macros)
# Predefined class methods (to enable stuff like [v1, v2, v3].sum)
# * `zero`, `one`
# * one for each component
p Vector2::COMPONENTS # => [:x, :y]
p Vector2.zero # => LA::Vector2(@x = 0.0, @y = 0.0)
p Vector2.one # => LA::Vector2(@x = 1.0, @y = 1.0)
p Vector2.x # => LA::Vector2(@x = 1.0, @y = 0.0)
p Vector2.y # => LA::Vector2(@x = 0.0, @y = 1.0)
a = Vector2.new(1.0, 2.0)
b = Vector2.new(3.0, 4.0)
p -b # => LA::Vector2(@x = -3.0, @y = -4.0)
p a + b # => LA::Vector2(@x = 4.0, @y = 6.0)
p a - b # => LA::Vector2(@x = -2.0, @y = -2.0)
p b.length # => 5.0
p b.squared_length # => 25.0
p b * 2.0 # => LA::Vector2(@x = 6.0, @y = 8.0)
p b / 2.0 # => LA::Vector2(@x = 1.5, @y = 2.0)
p a.dot(b) # => 11.0
# The cross product is only implemented for Vector3
x = Vector3.x
y = Vector3.y
p x.cross(y) # => LA::Vector3(@x = 0.0, @y = 0.0, @z = 1.0)
Custom Structs
Because it is (currently?)
not possible for structs to inherit from non-abstract structs
(like LA::Vector3
), there are abstract versions of all the VectorN
structs:
LA::AVector1
LA::AVector2
LA::AVector3
LA::AVector4
These implement all of the VectorN
functions,
in fact the “implementation” von LA::Vector3
looks like this:
struct Vector3 < AVector3
end
Example 1
require "linalg"
struct Normal < LA::AVector3
# The methods of `LA::AVectors3` are defined
# using the following macros
# `define_vector_op(:+)`
# `define_vector_op(:-)`
# `define_unop(:-)`
# `define_op(:*)`
# `define_op(:/)`
# `define_dot`
# `define_length` (defines `.length`, `.squared_length` and `.normalize`)
# In this example, we need to overwrite some of those,
# because the result of (e.g.) adding two normals
# is not neccessarily a “valid” normal.
#
# Luckily there are extended forms of the macros from before
# that we can use overwrite the old methods
# and specify a new type for the result
define_vector_op(:+, other_class: Normal, result_class: LA::Vector3)
define_vector_op(:-, other_class: Normal, result_class: LA::Vector3)
define_op(:*, result_class: LA::Vector3)
define_op(:/, result_class: LA::Vector3)
# Additionally we could define those ops with types other than `Float64`
define_op(:*, other_class: Int32, result_class: LA::Vector3)
define_op(:/, other_class: Int32, result_class: LA::Vector3)
def self.one
raise "This makes no sense in the context of a normal"
end
def self.zero
raise "This makes no sense in the context of a normal"
end
end
Example 2
Let's make an even more “custom” struct!
require "linalg"
# In this case we can not inherit from `LA::Vector3`,
# because our components have names other than `.x`, `.y`, `.z`.
struct Color
COMPONENTS = [:r, :g, :b]
# `define_vector` defines all the vector methods
# (see: __Example 1__) at once
define_vector
# Multiplication of two vectors is not defined by default,
# but here it is handy to blend two colors
define_vector_op(:*)
end
red = Color::R
other = Color.new(0.8, 0.2, 0.7)
p red * other # => Color(@r=0.8, @g=0.0, @b=0.0)
Swizzling
Swizzling
is not „enabled“ (the macros are not included) for the default vector structs,
but it can be included via the define_swizzling(target_size, target = :tuple, signed = false)
macro.
struct Vec2 < LA::AVector2
# By default, the swizzled methods return a tuple with the values
define_vector_swizzling(2)
end
struct Vec3 < LA::AVector3
# The other valid options are to pass `:array` or a class name as the `target`
define_vector_swizzling(3, target: :array)
# If `signed` is set to `true`,
# in addition to methods like `vector.xyz`
# the macro will create “signed” methods
# like `vector._x_y_z` or `.vector.x_zy`
define_vector_swizzling(2, target: Vec2, signed: true)
end
a = Vec2.new(1.0, 2.0)
p a.xy # => {1.0, 2.0}
p a.yx # => {2.0, 1.0}
p a.yy # => {2.0, 2.0}
b = Vec3.new(1.0, 2.0, 3.0)
p b.xxz # => [1.0, 1.0, 3.0]
p b.xy # => Vec2(@x = 1.0, @y = 2.0)
p b._y_y # => Vec2(@x = -2.0, @y = -2.0)