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Math::Vec(3)	      User Contributed Perl Documentation	  Math::Vec(3)

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();

perl v5.14.1			  2011-06-20			  Math::Vec(3)
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