# ➡️ Vector **`#bs.vector:help`** Vectors are fundamental and incredibly powerful tools to manage motions, forces and.. well... do physics! ```{image} /_imgs/modules/vector-light.png :align: center :class: only-light ``` ```{image} /_imgs/modules/vector-dark.png :align: center :class: only-dark ``` ```{button-link} https://www.youtube.com/watch?v=IzASD7R80vQ :color: primary :shadow: :align: center {octicon}`device-camera-video` Watch a demo ``` ```{epigraph} "With vectors, physics has found a magnificent language." -- Richard Feynman ``` --- ## 🔧 Functions You can find below all functions available in this module. --- ### Basis rotation 3D ```{function} #bs.vector:basis_rot_3d Get the equivalent of the vector passed in parameter in a base with a different rotation. Useful to convert absolute/relative positions into local positions. :Inputs: **Scores `$vector.basis_rot_3d.pos.[0,1,2] bs.in`**: Vector coordinates $=(X,Y,Z)$ in the starting base. **Scores `$vector.basis_rot_3d.rot.[0,1] bs.in`**: Horizontal angle $=\phi$ (along $=\hat{y}$) and vertical angle $=\theta$ (along $=\hat{\phi}$) rotation (in degree) from the starting base. **Macro Var `scaling` [number]**: Scalar for the function’s input and output. :Outputs: **Scores `$vector.basis_rot_3d.[0,1,2] bs.out`**: Vector coordinates $=(X',Y',Z')$ in the target base. ``` ```{admonition} Basis system :class: info This system uses the Minecraft coordinate system. Thus: - $\hat{y}$ is the vertical axis. - $\phi=0$ (starting point of the horizontal angle) is along the $\hat{z}$ axis. - $\theta=0$ (starting point of the vertical angle) is on the horizontal plane. ``` *A block is in ~2 ~5 ~10 from me, I want to have this position in local coordinate (^? ^? ^?):* ```mcfunction # One time # Relative coordinates (we multiply by 1000 to have more precision on the result, which will also be multiplied by 1000) scoreboard players set $vector.basis_rot_3d.pos.0 bs.in 2000 scoreboard players set $vector.basis_rot_3d.pos.1 bs.in 5000 scoreboard players set $vector.basis_rot_3d.pos.2 bs.in 10000 # Difference between my rotation (= that of the coondata grid ^X ^Y ^Z) and the rotation of the Minecraft blocks grid (~X ~Y ~Z) function #bs.position:get_rot {scale:1000} scoreboard players operation $vector.basis_rot_3d.rot.0 bs.in = @s bs.rot.h scoreboard players operation $vector.basis_rot_3d.rot.1 bs.in = @s bs.rot.v # Perform the basic rotation function #bs.vector:basis_rot_3d {scaling:1000} # See the result tellraw @a [{"text": "X = ", "color": "dark_gray"},{"score":{"name":"$vector.basis_rot_3d.0", "objective": "bs.out"}, "color": "gold"},{"text":", Y = ", "color": "dark_gray"},{"score":{"name":"$vector.basis_rot_3d.1", "objective": "bs.out"},"color":"gold"},{"text":", Z = ","color":"dark_gray"},{"score":{"name":"$vector.basis_rot_3d.2","objective":"bs.out"},"color":"gold"}] ``` *I want to have a vector pointing to where I'm looking, but in relative coordinates ~X ~Y ~Z (also called "classical" vector in this library):* ```mcfunction # Once # Retrieve a vector ^ ^ ^1 corresponding to a vector directed according to the orientation of the entity (we multiply by 1000 to have more precision on the result, which will also be multiplied by 1000) scoreboard players set $vector.basis_rot_3d.pos.0 bs.in 0 scoreboard players set $vector.basis_rot_3d.pos.1 bs.in 0 scoreboard players set $vector.basis_rot_3d.pos.2 bs.in 1000 # Get the orientation function #bs.position:get_rot {scale:1000} scoreboard players operation $vector.basis_rot_3d.rot.0 bs.in = @s bs.rot.h scoreboard players operation $vector.basis_rot_3d.rot.1 bs.in = @s bs.rot.v # Reversal of the orientation since we want to have the relative orientation of the game grid compared to the orientation of the player (unlike the previous example) scoreboard players operation $vector.basis_rot_3d.rot.0 bs.in *= -1 bs.const scoreboard players operation $vector.basis_rot_3d.rot.1 bs.in *= -1 bs.const # Perform the basic rotation function #bs.vector:basis_rot_3d {scaling:1000} # See the result tellraw @a [{"text": "X = ", "color": "dark_gray"},{"score":{"name":"$vector.basis_rot_3d.0", "objective": "bs.out"}, "color": "gold"},{"text":", Y = ", "color": "dark_gray"},{"score":{"name":"$vector.basis_rot_3d.1", "objective": "bs.out"},"color":"gold"},{"text":", Z = ","color":"dark_gray"},{"score":{"name":"$vector.basis_rot_3d.2","objective":"bs.out"},"color":"gold"}] ``` > **Credits**: Aksiome, Leirof --- ### Cartesian to spherical ```{function} #bs.vector:cartesian_to_spherical Convert cartesian coordinates to spherical coordinates. :Inputs: **Scores `$vector.cartesian_to_spherical.[0,1,2] bs.in`**: Vector representing the cartesian coordinates $=(X,Y,Z)$. **Macro Var `scaling` [number]**: Scalar for the function’s input and output. :Outputs: **Scores `$vector.cartesian_to_spherical.[0,1,2] bs.out`**: Vector representing the spherical coordinates $=(H,V,R)$. ``` ```{admonition} Spherical coordinates :class: warning This system returns non conventional shperical coordinates. - $H$ (horizontal angle) is along the $\hat{z}$ axis. - $V$ (vertical angle) is on the horizontal plane. - $R$ is the radial distance. ``` > **Credits**: Aksiome --- ### Cross product ```{function} #bs.vector:cross_product Compute the vector product between $u$ and $v$. :Inputs: **Scores `$vector.cross_product.u.[0,1,2] bs.in`**: First vector components. **Scores `$vector.cross_product.v.[0,1,2] bs.in`**: Second vector components. **Macro Var `scaling` [number]**: Scalar for the function’s input and output. :Outputs: **Scores `$vector.cross_product.[0,1,2] bs.out`**: Result of the operation $=u \times v$. ``` > **Credits**: Aksiome, Majoras16 --- ### Dot product ```{function} #bs.vector:dot_product Compute the scalar product between $u$ and $v$. :Inputs: **Scores `$vector.dot_product.u.[0,1,2] bs.in`**: First vector components. **Scores `$vector.dot_product.v.[0,1,2] bs.in`**: Second vector components. **Macro Var `scaling` [number]**: Scalar for the function’s input and output. :Outputs: **Scores `$vector.dot_product.[0,1,2] bs.out`**: Result of the operation $=u · v$. ``` > **Credits**: Aksiome, Majoras16 --- ### Length ::::{tab-set} :::{tab-item} Length ```{function} #bs.vector:length Compute the norm of the vector. :Inputs: **Scores `$vector.length.[0,1,2] bs.in`**: Vector components. :Outputs: **Return | Score `$vector.length bs.out`**: Vector length. ``` *Compute the length of a vector:* ```mcfunction scoreboard players set $vector.length.0 bs.in 1000 scoreboard players set $vector.length.1 bs.in 2000 scoreboard players set $vector.length.2 bs.in 3000 function #bs.vector:length # Display the result tellraw @a [{"text":" Vector length: ","color":"dark_gray"},{"score":{"name":"$vector.length","objective":"bs.out"}}] ``` ```{admonition} Performance tip :class: tip If you want to minimize the performance impact, we recomande you to use the `length_squared` function instead of this one when it's possible. In fact, computing the length of a vector require to perform square root operation which is not a simple task for a computer, especially in Minecraft. `length_squared` can often be used in the following cases: - You want to compare the length with a given one, then compute manually the square of the given value and compare it with the result of `length_squared`, which is faster than computing the real length. - You want to compare a vector length with another one, then you can compare the result of `length_squared` instead of computing the real length of both vectors. ``` ::: :::{tab-item} Length squared ```{function} #bs.vector:length_squared Compute the squared norm of the vector. :Inputs: **Scores `$vector.length_squared.[0,1,2] bs.in`**: Vector components. :Outputs: **Return | Score `$vector.length_squared bs.out`**: Vector length squared. ``` *Compute the squared length of a vector:* ```mcfunction scoreboard players set $vector.length_squared.0 bs.in 1000 scoreboard players set $vector.length_squared.1 bs.in 2000 scoreboard players set $vector.length_squared.2 bs.in 3000 function #bs.vector:length_squared # Display the result tellraw @a [{"text":" Vector length squared: ","color":"dark_gray"},{"score":{"name":"$vector.length_squared","objective":"bs.out"}}] ``` ::: :::: > **Credits**: Aksiome, Leirof --- ### Max ```{function} #bs.vector:max Get the max component of a vector. :Inputs: **Scores `$vector.max.[0,1,2] bs.in`**: Vector components. :Outputs: **Return | Score `$vector.max bs.out`**: Component with the value furthest from 0. ``` > **Credits**: Aksiome, Leirof --- ### Min ```{function} #bs.vector:min Get the min component of a vector. :Inputs: **Scores `$vector.min.[0,1,2] bs.in`**: Vector components. :Outputs: **Return | Score `$vector.min bs.out`**: Component with the value closest to 0. ``` > **Credits**: Aksiome --- ### Normalize ::::{tab-set} :::{tab-item} Classic ```{function} #bs.vector:normalize Normalize the vector by putting the length at the given scale while keeping proportions. :Inputs: **Scores `$vector.normalize.[0,1,2] bs.in`**: Vector components. **Macro Var `scale` [number]**: Scalar for the function’s output. :Outputs: **Scores `$vector.normalize.[0,1,2] bs.out`**: Normalized vector components. ``` ```{admonition} Performance tip :class: tip Normalization of vector doesn't often need to be accurate, so you can try first to use the `fast_normalize` function instead of this one. It is less accurate, but it avoid some operations and is faster. ``` ::: :::{tab-item} Fast ```{function} #bs.vector:fast_normalize Normalize the vector by placing the largest component at the given scale while keeping proportions. :Inputs: **Scores `$vector.fast_normalize.[0,1,2] bs.in`**: Vector components. **Macro Var `scale` [number]**: Scalar for the function’s output. :Outputs: **Scores `$vector.fast_normalize.[0,1,2] bs.out`**: Normalized vector components. **Score `$vector.fast_normalize.factor bs.out`**: Normalization factor $=A$ ($=V_i = A \times V_n$). ``` ::: :::: > **Credits**: Aksiome, Leirof --- ### Spherical to cartesian ```{function} #bs.vector:spherical_to_cartesian Convert spherical coordinates to cartesian coordinates. :Inputs: **Scores `$vector.spherical_to_cartesian.[0,1,2] bs.in`**: Vector representing the spherical coordinates $=(H,V,R)$. **Macro Var `scaling` [number]**: Scalar for the function’s input and output. :Outputs: **Scores `$vector.spherical_to_cartesian.[0,1,2] bs.out`**: Vector representing the cartesian coordinates $=(X,Y,Z)$. ``` ```{admonition} Spherical coordinates :class: warning This system uses non conventional shperical coordinates. - $H$ (horizontal angle) is along the $\hat{z}$ axis. - $V$ (vertical angle) is on the horizontal plane. - $R$ is the radial distance. ``` > **Credits**: Aksiome ---
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