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Maven Central

KTX: Math utilities

Math extensions and operator overloads for libGDX math API and Kotlin ranges.

Why?

Java does not feature operator overloading, which leads to weird constructs like vector.add(a).sub(b). Kotlin brings the possibility to use a much more readable and natural syntax with its operators overloading: vector + a - b. However, libGDX API does not match Kotlin naming conventions (necessary for operators to work), which means extension functions are necessary to make it work like that.

Kotlin also provides convenient syntax for ranges, which can be used for clearly describing criteria for selecting random numbers.

Guide

Vector2

  • vec2 is a global factory function that can create Vector2 instances with named parameters for extra readability.
  • +=, -=, *= and /= can be used to add, subtract, multiply (scl) or divide current values according to the second vector or number. Use these operators to mutate existing vectors.
  • +, -, * and / can be used to add, subtract, multiply (scl) or divide vectors according to the second vector or number, resulting in a new vector. Use these operators to create new instances of vectors.
  • Unary - operator (a single minus before the vector) allows to negate both vector values, creating a new vector.
  • ++ and -- operators can be used to increment and decrement both x and y values of the vector, resulting in a new vector. To avoid creating new vectors, prefer += 1 and -= 1 instead.
  • Vector2 instances can be destructed to two float variables in one step with val (x, y) = vector2 syntax thanks to component1() and component2() operator methods.
  • Vector2 instances are now comparable - <, >, <=, >= operators can be used to determine which vector has greater (or equal) overall length. While this certainly does not fit all use cases, we consider it the most commonly compared value. It can be used to determine which vector is further from a certain common point (for example, which Box2D Body is further from the center of the World or which touch event is further from the Viewport center). It can be also used to quickly determine which velocity or force is greater. Note that length squared is actually compared, as it is much faster to calculate and yields the same results in most cases.
  • dot infix function allows to calculate the dot product of 2 vectors.
  • x infix function allows to calculate the cross product of 2 vectors.

Note that since Shape2D has contains(Vector2) method, in operator can be used for any Shape2D implementation (like Rectangle, Ellipse or Circle). For example, given vec: Vector2 and rect: Rectangle variables, you can call vec in rect (or vec !in rect) to check if the rectangle contains (or doesn't) the point stored by the vector.

ImmutableVector2

  • ImmutableVector2 is an immutable equivalent to Vector2. It provides most of the functionality of Vector2, but mutation methods return new vectors instead of mutating the objects.
  • Note that one may want to create type aliases to make the usage more concise: typealias Vect2 = ImmutableVector2.
  • ImmutableVector is comparable (>, >=, <, <= are available). Comparison is evaluated by length.
  • Instances can be destructed: val (x, y) = vector2.
  • Vector2.toImmutable() Returns an immutable vector with same x and y attributes than this Vector2
  • ImmutableVector2.toVector2() Returns a mutable vector with same x and y attributes than this ImmutableVector2
  • Most of the functions of Vector2 which mutate the vector are provided but deprecated. This allows smooth migration from Vector2.
  • Notable differences with Vector2:
    • +, -, *, / are available and replace add, sub and scl.
    • withLength() and withLength2() replace setLength() and setLength2() and return a new vector of same direction with the specified length.
    • withRandomRotation replace setToRandomRotation and return a new vector of same length and a random rotation.
    • withAngleDeg() and withAngleRad replace setAngle and setAngleRad and return a new vector of same length and the given angle to x-axis.
    • cpy is deprecated and is not necessary. Immutable vectors can be safely shared. However, since ImmutableVector is a data class, there is a copy(x, y) method available allowing to easily create new vectors based on existing ones.
    • set(x, y) and setZero() are not provided.
    • Functions dealing with angles in degree are suffixed with Deg and all returns values between -180 and +180.
    • All angle functions return the angle toward positive y-axis.
    • dot is an infix function.
    • x and crs infix functions replace crs (cross product).
Usage examples

Obtaining ImmutableVector2 instances:

import ktx.math.*

val v0 = ImmutableVector2.ZERO // pre-defined vector
val v1 = ImmutableVector2(1f, 2f) // arbitrary vector
val v2 = ImmutableVector2.X.withRotationDeg(30f) // unit vector of given angle
val v3 = -ImmutableVector2.X // inverse of a vector

Converting from libGDX Vector2 to ImmutableVector2 (and vice versa):

import ktx.math.*
import com.badlogic.gdx.math.Vector2

val mutable1: Vector2 = Vector2()
val immutable: ImmutableVector2 = mutable1.toImmutable()
val mutable2: Vector2 = immutable.toMutable()

Working with immutable vectors:

import ktx.math.*

var vector1 = ImmutableVector2.X

// Reassignment of variables is only possible with `var`.
// Note that the original vector instance is not modified.
vector1 += ImmutableVector2.Y
vector1 *= 3f

val vector2 = vector1.withClamp(0f, 1f) * 5f // `vector1` is not modified.

Creating convenience type alias to ease the use of immutable vectors:

import ktx.math.*

// If you don't want to use the rather verbose ImmutableVector2,
// you can declare a more convenient typealias.
typealias Vec2 = ImmutableVector2

var v1 = (Vec2.X + Vec2.Y).nor
var v2 = Vec2(1f, 2f).withLength(3f)

Vector3

  • vec3 is a global factory function that can create Vector3 instances with named parameters for extra readability. It is also overloaded with a second variant that allows to convert Vector2 instances to Vector3.
  • +=, -=, *= and /= can be used to add, subtract, multiply (scl) or divide current values according to the second vector or number. Use these operators to mutate existing vectors.
  • +, -, * and / can be used to add, subtract, multiply (scl) or divide vectors according to the second vector or number, resulting in a new vector. Use these operators to create new instances of vectors.
  • Unary - operator (a single minus before the vector) allows to negate both vector values, creating a new vector.
  • ++ and -- operators can be used to increment and decrement x, y and z values of the vector, resulting in a new vector. To avoid creating new vectors, prefer += 1 and -= 1 instead.
  • Vector3 instances can be destructed to three float variables in one step with val (x, y, z) = vector3 syntax thanks to component1(), component2() and component3 operator methods.
  • Vector3 instances are now comparable - <, >, <=, >= operators can be used to determine which vector has greater (or equal) overall length, similarly to how Vector2 now works.
  • dot infix function allows to calculate the dot product of 2 vectors.
  • x infix function allows to calculate the cross product of 2 vectors.

Vector4

  • vec4 is a global factory function that can create Vector4 instances with named parameters for extra readability. It is also overloaded with a second variant that allows to convert Vector2 and Vector3 instances to Vector4.
  • +=, -=, *= and /= can be used to add, subtract, multiply (scl) or divide current values according to the second vector or number. Use these operators to mutate existing vectors.
  • +, -, * and / can be used to add, subtract, multiply (scl) or divide vectors according to the second vector or number, resulting in a new vector. Use these operators to create new instances of vectors.
  • Unary - operator (a single minus before the vector) allows to negate both vector values, creating a new vector.
  • ++ and -- operators can be used to increment and decrement x, y, z, and w values of the vector, resulting in a new vector. To avoid creating new vectors, prefer += 1 and -= 1 instead.
  • Vector4 instances can be destructed to four float variables in one step with val (x, y, z, w) = vector4 syntax thanks to component1(), component2() and component3 operator methods.
  • Vector3 instances are now comparable - <, >, <=, >= operators can be used to determine which vector has greater (or equal) overall length.
  • dot infix function allows to calculate the dot product of 2 vectors.

Matrix3

  • mat3 is a human-readable global factory function that allows to easily create Matrix3 instances.
  • Unary - operator (a single minus before the matrix) can be used to negate all matrix values.
  • ! operator before the matrix inverts it, calling inv().
  • += and -= can be used to add and subtract values from second matrix. Use these operators to mutate existing matrix instances.
  • + and - can be used to add and subtract values from other matrices. Use these operators to create new instances of matrices.
  • * operator can be used to right-multiply the matrix with another matrix using mul(Matrix3) method.
  • * operator can be used to scale the X and Y components of the matrix with a float of a vector using scl methods.
  • Matrix3 instances can be multiplied with a Vector2 using * operator.
  • Matrix3 instances can be destructed into nine float variables (each representing one of its cells) thanks to the component1() - component9() operator functions.

Matrix4

  • mat4 is a human-readable global factory function that allows to easily create Matrix4 instances.
  • Unary - operator (a single minus before the matrix) can be used to negate all matrix values.
  • ! operator before the matrix inverts it, calling inv().
  • += and -= can be used to add and subtract values from second matrix. Use these operators to mutate existing matrix instances.
  • + and - can be used to add and subtract values from other matrices. Use these operators to create new instances of matrices.
  • * operator can be used to right-multiply the matrix with another matrix using mul(Matrix4) method.
  • * operator can be used to scale the X and Y components of the matrix with a float of a vector using scl methods.
  • Matrix4 instances can be multiplied with a Vector3 using * operator.
  • Matrix4 instances can be destructed into sixteen float variables (each representing one of its cells) thanks to the component1() - component16() operator functions.

Ranges

  • The amid infix function for Int and Float allows easy creation of a range by using a center and a tolerance. Such a definition is a convenient way to think about a range from which random values will be selected.
  • The four arithmetic operators are available for easily shifting or scaling ranges. This allows intuitive modification of ranges in code, which can be useful for code clarity when defining a range for random number selection, or for rapidly iterating a design.
  • IntRange.random(random: java.util.Random) allows using a Java Random to select a number from the range, and is provided in case there is a need to use the MathUtils.random instance or an instance of libGDX's fast RandomXS128.
  • ClosedRange<Float>.random() allows a evenly distributed random number to be selected from a range (but treating the endInclusive as exclusive for simplicity).
  • ClosedRange<Float>.randomGaussian() selects a normally distributed value to be selected from the range, scaled so the range is six standard deviations wide.
  • ClosedRange<Float>.randomTriangular() allow easy selection of a triangularly distributed number from the range. A a normalizedMode can be passed for asymmetrical distributions.
  • ClosedRange<Float>.lerp(Float) linearly interpolates between the ends of a range.
  • ClosedRange<Float>.interpolate(Float, Interpolation) interpolates between the ends of a range using an Interpolation instance.
Usage examples

Suppose there is a class that has a random behavior. It can be constructed by passing several ranges to its constructor.

class CreatureSpawner(val spawnIntervalRange: ClosedRange<Float>) {
  //...
  fun update(dt: Float){
    untilNext -= dt
    while (untilNext <= 0){
      untilNext += spawnIntervalRange.random()
      spawnSomething()
    }
  }
}

In a parent class, there are many of these instances set up. The ranges can be described intuitively:

val spawners = listOf(
  //...
  CreatureSpawner(0.5f amid 0.2f),
  //...
)

And as the design is iterated, the range can be adjusted quickly and intuitively by applying arithmetic operations:

val spawners = listOf(
  //...
  CreatureSpawner((0.5f amid 0.2f) * 1.2f + 0.1f),
  //...
)

Shape2D extensions

  • Rectangle and Ellipse instances can be destructed to four float variables in one step with val (x, y, w, h) = rectangle/ellipse syntax thanks to component1(), component2(), component3() and component4() operator methods.
  • Circle instances can be destructed to three float variables in one step with val (x, y, radius) = circle syntax thanks to component1(), component2() and component3() operator methods.
  • Polygon and Polyline instances can be destructed to two float variables in one step with val (x, y) = polygon/polyline syntax thanks to component1() and component2() operator methods.

Alternatives

You can use libGDX APIs directly or rely on third-party math libraries:

Additional documentation