Skip to content
Divran edited this page Apr 22, 2021 · 4 revisions

Jump to table of contents

Vector2

Vector2 = vec2()

Same as vec2(0,0) (1 ops)

Vector2 = vec2(Number, Number)

Makes a 2D vector (2 ops)

Vector2 = vec2(Number)

Makes a 2D vector (2 ops)

Vector2 = vec2(Vector)

Converts a 3D vector into a 2D vector (the z component is dropped) (2 ops)

Vector2 = vec2(Vector4)

Converts a 4D vector into a 2D vector (the z and w components are dropped) (2 ops)

Number = Vector2:length()

Gets the length of the vector (3 ops)

Number = Vector2:length2()

Gets the squared length of the vector (3 ops)

Number = Vector2:distance(Vector2)

Gets the distance between 2D vectors (3 ops)

Number = Vector2:distance2(Vector2)

Gets the squared distance between 2D vectors (3 ops)

Vector2 = Vector2:normalized()

Gets the normalized vector (3 ops)

Number = Vector2:dot(Vector2)

Gets the 2D vector dot (scalar) product (3 ops)

Number = Vector2:cross(Vector2)

Gets the 2D vector cross product/wedge product (3 ops)

Matrix4 = Vector2:outerProduct(Vector2)

Gets the outer product (tensor product) and returns a matrix (tensor) (3 ops)

Vector2 = Vector2:rotate(Number)

Rotates a vector by the argument (given in degrees) (3 ops)

Vector2 = positive(Vector2)

Returns a vector containing the positive value of each vector component, equivalent to abs(N) (3 ops)

Vector2 = toRad(Vector2 Xv2)

Converts the vector's magnitude from radians to radians (2 ops)

Vector2 = toDeg(Vector2 Xv2)

Converts the vector's magnitude from radians to degrees (2 ops)

Vector2 = clamp(Vector2 Input, Number Min, Number Max)

Returns a vector in the same direction as vector 1, with length clamped between argument 2(min) and argument 3(max) (3 ops)

Number = Vector2:x()

Gets the x component of the vector (1 ops)

Number = Vector2:y()

Gets the y component of the vector (1 ops)

Vector2 = Vector2:setX(Number)

Returns a copy of the 2D vector with X replaced (use as Vec2 = Vec2:setX(...)) (1 ops)

Vector2 = Vector2:setY(Number)

Returns a copy of the 2D vector with Y replaced (use as Vec2 = Vec2:setY(...)) (1 ops)

Vector2 = round(Vector2 Rv1)

Rounds XY to the nearest integer (4 ops)

Vector2 = round(Vector2 Rv1, Number Decimals)

Rounds XY to argument 2's decimal precision (4 ops)

Vector2 = ceil(Vector2 Rv1)

Rounds XY up to the nearest integer (4 ops)

Vector2 = ceil(Vector2 Rv1, Number Decimals)

Rounds XY up to argument 2's decimal precision (4 ops)

Vector2 = floor(Vector2 Rv1)

Rounds XY down to the nearest integer (4 ops)

Vector2 = floor(Vector2 Rv1, Number Decimals)

Rounds XY down to argument 2's decimal precision (4 ops)

Vector2 = min(Vector2, Vector2)

Returns the vector with the smallest length (4 ops)

Vector2 = max(Vector2, Vector2)

Returns the vector with the greatest length (4 ops)

Vector2 = maxVec(Vector2, Vector2)

Returns the vector combining the highest value components of V1 and V2 (4 ops)

Vector2 = minVec(Vector2, Vector2)

Returns a vector combining the lowest value components of V1 and V2 (4 ops)

Vector2 = mod(Vector2, Number)

Returns the remainder after XY have been divided by argument 2 (4 ops)

Vector2 = mod(Vector2, Vector2)

Returns the remainder after the components of vector 1 have been divided by the components of vector 2 (4 ops)

Vector2 = clamp(Vector2, Vector2, Vector2)

Clamps vector 1's XY between the XY of vector 2(min) and vector 3(max) (4 ops)

Vector2 = mix(Vector2, Vector2, Number)

Combines vector 1's XY with vector 2's XY by a proportion given by argument 3 (between 0 and 1) (4 ops)

Vector2 = bezier(Vector2 Startvec, Vector2 Control, Vector2 Endvec, Number Ratio)

Returns the 2D position on the bezier curve between the starting and ending 2D vector, given by the ratio (value between 0 and 1) (4 ops)

Vector2 = shift(Vector2)

Swaps the vector's x,y components (2 ops)

Number = inrange(Vector2, Vector2, Vector2)

Returns 1 if each component of V is between (or is equal to) the components of Vmin and Vmax (2 ops)

Number = Vector2:toAngle()

Returns the 2D angle of the vector (given in degrees, -180 to 180) (2 ops)

String = toString(Vector2 V)

Gets the vector nicely formatted as a string "[X,Y]" (5 ops)

String = Vector2:toString()

Gets the vector nicely formatted as a string "[X,Y]" (5 ops)

Vector2 = randvec2()

Returns a uniformly distributed, random, normalized direction vector (5 ops)

Vector2 = randvec2(Number Min, Number Max)

Returns a random vector with its components between N1 and N2 (5 ops)

Vector2 = randvec2(Vector2 Min, Vector2 Max)

Returns a random vector between V1 and V2 (5 ops)

Vector4 = vec4()

Same as vec4(0,0,0,0) (1 ops)

Vector4 = vec4(Number)

Makes a 4D vector (4 ops)

Vector4 = vec4(Number, Number, Number, Number)

Makes a 4D vector (4 ops)

Vector4 = vec4(Vector2)

Converts a 2D vector into a 4D vector (the z and w components are set to 0) (4 ops)

Vector4 = vec4(Vector2, Number, Number)

Converts a 2D vector into a 4D vector (the z and w components are set to the second and third arguments) (4 ops)

Vector4 = vec4(Vector2, Vector2)

Creates a 4D vector from two 2D vectors (4 ops)

Vector4 = vec4(Vector)

Converts a 3D vector into a 4D vector (the w component is set to 0) (4 ops)

Vector4 = vec4(Vector, Number)

Converts a 3D vector into a 4D vector (the w component is set to the second argument) (4 ops)

Number = Vector4:length()

Gets the length of the vector (7 ops)

Number = Vector4:length2()

Gets the squared length of the vector (7 ops)

Number = Vector4:distance(Vector4)

Gets the distance between 4D vectors (7 ops)

Number = Vector4:distance2(Vector4)

Gets the squared distance between 4D vectors (7 ops)

Number = Vector4:dot(Vector4)

Gets the 4D vector dot (scalar) product (7 ops)

Matrix4 = Vector4:outerProduct(Vector4)

Gets the outer product (tensor product) and returns a matrix (tensor) (15 ops)

Vector4 = Vector4:normalized()

Gets the normalized vector (7 ops)

Vector = Vector4:dehomogenized()

Converts a 3D homogeneous vector (x,y,z,w) into a 3D cartesian vector (3 ops)

Vector4 = positive(Vector4)

Returns a vector containing the positive value of each vector component, equivalent to abs(N) (4 ops)

Number = Vector4:x()

Gets the x component of the vector (2 ops)

Number = Vector4:y()

Gets the y component of the vector (2 ops)

Number = Vector4:z()

Gets the z component of the vector (2 ops)

Number = Vector4:w()

Gets the w component of the vector (2 ops)

Vector4 = Vector4:setX(Number)

Returns a copy of the 4D vector with X replaced (use as Vec4 = Vec4:setX(...)) (3 ops)

Vector4 = Vector4:setY(Number)

Returns a copy of the 4D vector with Y replaced (use as Vec4 = Vec4:setY(...)) (3 ops)

Vector4 = Vector4:setZ(Number)

Returns a copy of the 4D vector with Z replaced (use as Vec4 = Vec4:setZ(...)) (3 ops)

Vector4 = Vector4:setW(Number)

Returns a copy of the 4D vector with W replaced (use as Vec4 = Vec4:setW(...)) (3 ops)

Vector4 = round(Vector4 Rv1)

Rounds XYZW to the nearest integer (8 ops)

Vector4 = round(Vector4 Rv1, Number Decimals)

Rounds XYZW to argument 2's decimal precision (8 ops)

Vector4 = ceil(Vector4 Rv1)

Rounds XYZW up to the nearest integer (8 ops)

Vector4 = ceil(Vector4 Rv1, Number Decimals)

Rounds XYZW up to argument 2's decimal precision (8 ops)

Vector4 = floor(Vector4 Rv1)

Rounds XYZW down to the nearest integer (8 ops)

Vector4 = floor(Vector4 Rv1, Number Decimals)

Rounds XYZW down to argument 2's decimal precision (8 ops)

Vector4 = min(Vector4, Vector4)

Returns the vector with the smallest length (13 ops)

Vector4 = max(Vector4, Vector4)

Returns the vector with the greatest length (13 ops)

Vector4 = maxVec(Vector4, Vector4)

Returns the vector combining the highest value components of V1 and V2 (13 ops)

Vector4 = minVec(Vector4, Vector4)

Returns a vector combining the lowest value components of V1 and V2 (13 ops)

Vector4 = mod(Vector4, Number)

Returns the remainder after XYZW have been divided by argument 2 (13 ops)

Vector4 = mod(Vector4, Vector4)

Returns the remainder after the components of vector 1 have been divided by the components of vector 2 (13 ops)

Vector4 = clamp(Vector4, Vector4, Vector4)

Clamps vector 1's XYZW between the XYZW of vector 2(min) and vector 3(max) (13 ops)

Vector4 = clamp(Vector4 Input, Number Min, Number Max)

Returns a vector in the same direction as vector 1, with length clamped between argument 2(min) and argument 3(max) (13 ops)

Vector4 = mix(Vector4, Vector4, Number)

Combines vector 1's XYZW with vector 2's XYZW by a proportion given by argument 3 (between 0 and 1) (13 ops)

Vector4 = shiftR(Vector4)

Shifts the vector's components right: shiftR( x,y,z,w ) = ( w,x,y,z ) (4 ops)

Vector4 = shiftL(Vector4)

Shifts the vector's components left: shiftL( x,y,z,w ) = ( y,z,w,x ) (4 ops)

Number = inrange(Vector4, Vector4, Vector4)

Returns 1 if each component of V is between (or is equal to) the components of Vmin and Vmax (4 ops)

Vector4 = toRad(Vector4 Xv4)

Converts the vector's magnitude from radians to radians (5 ops)

Vector4 = toDeg(Vector4 Xv4)

Converts the vector's magnitude from radians to degrees (5 ops)

Vector4 = randvec4()

Returns a uniformly distributed, random, normalized direction vector (7 ops)

Vector4 = randvec4(Number Min, Number Max)

Returns a random vector with its components between N1 and N2 (7 ops)

Vector4 = randvec4(Vector4 Min, Vector4 Max)

Returns a random vector between V1 and V2 (7 ops)

String = Vector4:toString()

Gets the vector nicely formatted as a string "[X,Y,Z,W]" (7 ops)

String = toString(Vector4 V)

Gets the vector nicely formatted as a string "[X,Y,Z,W]" (7 ops)

Expression 2 ⚛️

Tutorials (In learning order) 🎓

Extras ❔

Tools 🛠️

Click To Expand

Advanced

Beacon 💡

Control 🎛️

Data 💿

Detection 👀

Display 💻

Render

I/O 🔌

Physics 🚀

Utilities 🛠️

RFID

Wireless 🛜

Gates 🚥

Click To Expand

TBD

Clone this wiki locally