Provided by: libmath-vec-perl_1.01-3_all bug

NAME

       Math::Vec - Object-Oriented Vector Math Methods in Perl

SYNOPSIS

         use Math::Vec;
         $v = Math::Vec->new(0,1,2);

         or

         use Math::Vec qw(NewVec);
         $v = NewVec(0,1,2);
         @res = $v->Cross([1,2.5,0]);
         $p = NewVec(@res);
         $q = $p->Dot([0,1,0]);

         or

         use Math::Vec qw(:terse);
         $v = V(0,1,2);
         $q = ($v x [1,2.5,0]) * [0,1,0];

NOTICE

       This module is still somewhat incomplete.  If a function does nothing, there is likely a
       really good reason.  Please have a look at the code if you are trying to use this in a
       production environment.

AUTHOR

       Eric L. Wilhelm <ewilhelm at cpan dot org>

       http://scratchcomputing.com

DESCRIPTION

       This module was adapted from Math::Vector, written by Wayne M. Syvinski.

       It uses most of the same algorithms, and currently preserves the same names as the
       original functions, though some aliases have been added to make the interface more natural
       (at least to the way I think.)

       The "object" for the object oriented calling style is a blessed array reference which
       contains a vector of the form [x,y,z].  Methods will typically return a list.

COPYRIGHT NOTICE

       Copyright (C) 2003-2006 Eric Wilhelm

       portions Copyright 2003 Wayne M. Syvinski

NO WARRANTY

       Absolutely, positively NO WARRANTY, neither express or implied, is offered with this
       software.  You use this software at your own risk.  In case of loss, neither Wayne M.
       Syvinski, Eric Wilhelm, nor anyone else, owes you anything whatseover.  You have been
       warned.

       Note that this includes NO GUARANTEE of MATHEMATICAL CORRECTNESS.  If you are going to use
       this code in a production environment, it is YOUR RESPONSIBILITY to verify that the
       methods return the correct values.

LICENSE

       You may use this software under one of the following licenses:

         (1) GNU General Public License
           (found at http://www.gnu.org/copyleft/gpl.html)
         (2) Artistic License
           (found at http://www.perl.com/pub/language/misc/Artistic.html)

SEE ALSO

         Math::Vector

Constructor

   new
       Returns a blessed array reference to cartesian point ($x, $y, $z), where $z is optional.
       Note the feed-me-list, get-back-reference syntax here.  This is the opposite of the rest
       of the methods for a good reason (it allows nesting of function calls.)

       The z value is optional, (and so are x and y.)  Undefined values are silently translated
       into zeros upon construction.

         $vec = Math::Vec->new($x, $y, $z);

   NewVec
       This is simply a shortcut to Math::Vec->new($x, $y, $z) for those of you who don't want to
       type so much so often.  This also makes it easier to nest / chain your function calls.
       Note that methods will typically output lists (e.g. the answer to your question.)  While
       you can simply [bracket] the answer to make an array reference, you need that to be
       blessed in order to use the $object->method(@args) syntax.  This function does that
       blessing.

       This function is exported as an option.  To use it, simply use Math::Vec qw(NewVec); at
       the start of your code.

         use Math::Vec qw(NewVec);
         $vec = NewVec($x, $y, $z);
         $diff = NewVec($vec->Minus([$ovec->ScalarMult(0.5)]));

Terse Functions

       These are all one-letter shortcuts which are imported to your namespace with the :terse
       flag.

         use Math::Vec qw(:terse);

   V
       This is the same as Math::Vec->new($x,$y,$z).

         $vec = V($x, $y, $z);

   U
       Shortcut to V($x,$y,$z)->UnitVector()

         $unit = U($x, $y, $z);

       This will also work if called with a vector object:

         $unit = U($vector);

   X
       Returns an x-axis unit vector.

         $xvec = X();

   Y
       Returns a y-axis unit vector.

         $yvec = Y();

   Z
       Returns a z-axis unit vector.

         $zvec = Z();

Overloading

       Best used with the :terse functions, the Overloading scheme introduces an interface which
       is unique from the Methods interface.  Where the methods take references and return lists,
       the overloaded operators will return references.  This allows vector arithmetic to be
       chained together more easily.  Of course, you can easily dereference these with @{$vec}.

       The following sections contain equivelant expressions from the longhand and terse
       interfaces, respectively.

   Negation:
         @a = NewVec->(0,1,1)->ScalarMult(-1);
         @a = @{-V(0,1,1)};

   Stringification:
       This also performs concatenation and other string operations.

         print join(", ", 0,1,1), "\n";

         print V(0,1,1), "\n";

         $v = V(0,1,1);
         print "$v\n";
         print "$v" . "\n";
         print $v, "\n";

   Addition:
         @a = NewVec(0,1,1)->Plus([2,2]);

         @a = @{V(0,1,1) + V(2,2)};

         # only one argument needs to be blessed:
         @a = @{V(0,1,1) + [2,2]};

         # and which one is blessed doesn't matter:
         @a = @{[0,1,1] + V(2,2)};

   Subtraction:
         @a = NewVec(0,1,1)->Minus([2,2]);

         @a = @{[0,1,1] - V(2,2)};

   Scalar Multiplication:
         @a = NewVec(0,1,1)->ScalarMult(2);

         @a = @{V(0,1,1) * 2};

         @a = @{2 * V(0,1,1)};

   Scalar Division:
         @a = NewVec(0,1,1)->ScalarMult(1/2);

         # order matters!
         @a = @{V(0,1,1) / 2};

   Cross Product:
         @a = NewVec(0,1,1)->Cross([0,1]);

         @a = @{V(0,1,1) x [0,1]};

         @a = @{[0,1,1] x V(0,1)};

   Dot Product:
       Also known as the "Scalar Product".

         $a = NewVec(0,1,1)->Dot([0,1]);

         $a = V(0,1,1) * [0,1];

       Note:  Not using the '.' operator here makes everything more efficient.  I know, the * is
       not a dot, but at least it's a mathematical operator (perl does some implied string
       concatenation somewhere which drove me to avoid the dot.)

   Comparison:
       The == and != operators will compare vectors for equal direction and magnitude.  No
       attempt is made to apply tolerance to this equality.

   Length:
         $a = NewVec(0,1,1)->Length();

         $a = abs(V(0,1,1));

   Vector Projection:
       This one is a little different.  Where the method is written $a->Proj($b) to give the
       projection of $b onto $a, this reads like you would say it (b projected onto a):  $b>>$a.

         @a = NewVec(0,1,1)->Proj([0,0,1]);

         @a = @{V(0,0,1)>>[0,1,1]};

Chaining Operations

       The above examples simply show how to go from the method interface to the overloaded
       interface, but where the overloading really shines is in chaining multiple operations
       together.  Because the return values from the overloaded operators are all references, you
       dereference them only when you are done.

   Unit Vector left of a line
       This comes from the CAD::Calc::line_to_rectangle() function.

         use Math::Vec qw(:terse);
         @line = ([0,1],[1,0]);
         my ($a, $b) = map({V(@$_)} @line);
         $unit = U($b - $a);
         $left = $unit x -Z();

   Length of a cross product
         $length = abs($va x $vb);

   Vectors as coordinate axes
       This is useful in drawing eliptical arcs using dxf data.

         $val = 3.14159;                             # the 'start parameter'
         @c = (14.15973317961194, 6.29684276451746); # codes 10, 20, 30
         @e = (6.146127847120538, 0);                # codes 11, 21, 31
         @ep = @{V(@c) + \@e};                       # that's the axis endpoint
         $ux = U(@e);                                # unit on our x' axis
         $uy = U($ux x -Z());                       # y' is left of x'
         $center = V(@c);
         # autodesk gives you this:
         @pt = ($a * cos($val), $b * sin($val));
         # but they don't tell you about the major/minor axis issue:
         @pt = @{$center + $ux * $pt[0] + $uy * $pt[1]};;

Precedence

       The operator precedence is going to be whatever perl wants it to be.  I have not yet
       investigated this to see if it matches standard vector arithmetic notation.  If in doubt,
       use parentheses.

       One item of note here is that the 'x' and '*' operators have the same precedence, so the
       leftmost wins.  In the following example, you can get away without parentheses if you have
       the cross-product first.

         # dot product of a cross product:
         $v1 x $v2 * $v3
         ($v1 x $v2) * $v3

         # scalar crossed with a vector (illegal!)
         $v3 * $v1 x $v2

Methods

       The typical theme is that methods require array references and return lists.  This means
       that you can choose whether to create an anonymous array ref for use in feeding back into
       another function call, or you can simply use the list as-is.  Methods which return a
       scalar or list of scalars (in the mathematical sense, not the Perl SV sense) are exempt
       from this theme, but methods which return what could become one vector will return it as a
       list.

       If you want to chain calls together, either use the NewVec constructor, or enclose the
       call in square brackets to make an anonymous array out of the result.

         my $vec = NewVec(@pt);
         my $doubled = NewVec($vec->ScalarMult(0.5));
         my $other = NewVec($vec->Plus([0,2,1], [4,2,3]));
         my @result = $other->Minus($doubled);
         $unit = NewVec(NewVec(@result)->UnitVector());

       The vector objects are simply blessed array references.  This makes for a fairly limited
       amount of manipulation, but vector math is not complicated stuff.  Hopefully, you can save
       at least two lines of code per calculation using this module.

   Dot
       Returns the dot product of $vec 'dot' $othervec.

         $vec->Dot($othervec);

   DotProduct
       Alias to Dot()

         $number = $vec->DotProduct($othervec);

   Cross
       Returns $vec x $other_vec

         @list = $vec->Cross($other_vec);
         # or, to use the result as a vec:
         $cvec = NewVec($vec->Cross($other_vec));

   CrossProduct
       Alias to Cross() (should really strip out all of this clunkiness and go to operator
       overloading, but that gets into other hairiness.)

         $vec->CrossProduct();

   Length
       Returns the length of $vec

         $length = $vec->Length();

   Magnitude
         $vec->Magnitude();

   UnitVector
         $vec->UnitVector();

   ScalarMult
       Factors each element of $vec by $factor.

         @new = $vec->ScalarMult($factor);

   Minus
       Subtracts an arbitrary number of vectors.

         @result = $vec->Minus($other_vec, $another_vec?);

       This would be equivelant to:

         @result = $vec->Minus([$other_vec->Plus(@list_of_vectors)]);

   VecSub
       Alias to Minus()

         $vec->VecSub();

   InnerAngle
       Returns the acute angle (in radians) in the plane defined by the two vectors.

         $vec->InnerAngle($other_vec);

   DirAngles
         $vec->DirAngles();

   Plus
       Adds an arbitrary number of vectors.

         @result = $vec->Plus($other_vec, $another_vec);

   PlanarAngles
       If called in list context, returns the angle of the vector in each of the primary planes.
       If called in scalar context, returns only the angle in the xy plane.  Angles are returned
       in radians counter-clockwise from the primary axis (the one listed first in the pairs
       below.)

         ($xy_ang, $xz_ang, $yz_ang) = $vec->PlanarAngles();

   Ang
       A simpler alias to PlanarAngles() which eliminates the concerns about context and simply
       returns the angle in the xy plane.

         $xy_ang = $vec->Ang();

   VecAdd
         $vec->VecAdd();

   UnitVectorPoints
       Returns a unit vector which points from $A to $B.

         $A->UnitVectorPoints($B);

   InnerAnglePoints
       Returns the InnerAngle() between the three points.  $Vert is the vertex of the points.

         $Vert->InnerAnglePoints($endA, $endB);

   PlaneUnitNormal
       Returns a unit vector normal to the plane described by the three points.  The sense of
       this vector is according to the right-hand rule and the order of the given points.  The
       $Vert vector is taken as the vertex of the three points.  e.g. if $Vert is the origin of a
       coordinate system where the x-axis is $A and the y-axis is $B, then the return value would
       be a unit vector along the positive z-axis.

         $Vert->PlaneUnitNormal($A, $B);

   TriAreaPoints
       Returns the angle of the triangle formed by the three points.

         $A->TriAreaPoints($B, $C);

   Comp
       Returns the scalar projection of $B onto $A (also called the component of $B along $A.)

         $A->Comp($B);

   Proj
       Returns the vector projection of $B onto $A.

         $A->Proj($B);

   PerpFoot
       Returns a point on line $A,$B which is as close to $pt as possible (and therefore
       perpendicular to the line.)

         $pt->PerpFoot($A, $B);

Incomplete Methods

       The following have yet to be translated into this interface.  They are shown here simply
       because I intended to fully preserve the function names from the original Math::Vector
       module written by Wayne M.  Syvinski.

   TripleProduct
         $vec->TripleProduct();

   IJK
         $vec->IJK();

   OrdTrip
         $vec->OrdTrip();

   STV
         $vec->STV();

   Equil
         $vec->Equil();