[edit] [comment] [remove] |2005-10-22| e1 # 2D Vectors

In Mechanics and Vector Graphics we inevitably need vector math. In 2D or 3D space we most often work with a Cartesian Coordinate System. With respect to this a 2D point or a vector (we need not to distinguish between them here) is defined by a set of two numbers.

a =  axay 

The magnitude of a vector a is it's "length" calculated by Pythagoras' theorem

a = √(a2x + a2y)

There are some laws in vector algebra, instructing how to negate, add, subtract, and multiply vectors.

 

[edit] [comment] [remove] |2005-10-22| e2 # Orthogonal Operator

There is a problem though with the vector product (cross product), since it is only defined for 3D vectors. As a way out of this we want to introduce the orthogonal operator.

When applying the orthogonal operator to a vector a, we yield the vector a^, which is orthogonal — i.e. perpendicular — to the original vector.

a^ =  ay−ax 

It's easy to proof, that a^ is orthogonal to a, as the dot product of these two must be zero.

a·a^ =  axay · ay−ax  = ax ay − ax ay = 0

When we multiply a vector a with another orthogonal vector b^, the result

a·b^ = ax by − ay bx

is identical to the z-coordinate of the result of cross product

a × b =  axay0 × bxby0  =  00ax by − ay bx 

This equivalence will be of some help later. Now let's have a look at some rules with this orthogonal operator.

(1) a^ =  ay−ax 
(2) a^^ = −a
(3) (a + b)^ = a^ + b^
(4) a^ · b^ = a · b
(5) a^ · b = − a · b^
(6) a · a^ = 0
 

[edit] [comment] [remove] |2005-10-22| e3 # Angles and Trigonometry

In 2D vector graphics it is desirable to generally avoid trigonometric functions, as these are quite computation intensive. The above formulas build a good foundation to approach this goal.

In order to avoid angles we start to discuss them first. A 2D vector can be decomposed into it's magnitude and unit vector.

a = a · ua

The unit vector can be expressed by sin and cos of its angle to the positive x-axis.

ua =  cos αsin α 

This unit vector obviously has the required magnitude of "1", since

u2a = sin2 α + cos2 α = 1

Now consider another vector

b = b ·  cos βsin β 

The dot product yields

a · b = a b (cos α · cos β + sin α · sin β)

Using the addition theorem of trigonometry this equation can be rewritten as

(7) a · b = a b cos (β − α) = a b cos φ

simultaneously introducing the angle φ = β − α from vector a to vector b.

In a similar manner we calculate the dot product

a^· b = a·b (sin β · cos α − cos β · sin α)

and apply again the addition theorem of trigonometry

(8) a^· b = a b sin (β − α) = a b sin φ

Equations (7) and (8) can be taken as the basis for rather efficient expressions of the trigonometric functions of an angle φ between two vectors a and b.

(9) sin φ = a· b^a · b = ax by − ay bxa · b
(10) cos φ = a · ba · b = ax bx + ay bya · b
(11) tan φ = a· b^a · b = ax by − ay bxax bx + ay by

with

a · b = √(a2x + a2y) · √(b2x + b2y)

The above formulas are very convenient in case of two given vectors and the requirement to use trigonometric functions of the angle φ between them for continuative calculation.

If you really need the angle φ itself, I strongly recommend to use equation (11) , which is

  • most efficient, since there is no square root to be calculated.
  • supported by nearly all programming languages via their atan2 function, which takes into consideration the angle's sign corresponding to the associated quadrant.