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  • [BELL DING]

  • Hello.

  • Welcome to another video in Nature

  • Of Code, Chapter 1, Vectors series.

  • I really thought that in this video,

  • I was going to start making this example.

  • I almost have arrived there, where this mover object is

  • accelerating towards the mouse.

  • But there's a particular math function

  • that I'm going to need for this example,

  • that I want to cover in a separate video.

  • And that's the Normalize function.

  • I want to look at how I deal with

  • and calculate the magnitude of the vector, how

  • I normalize a vector.

  • What does that even mean?

  • And the way that I'm going to do this

  • is look at creating a vector between the mouse

  • and the center of the canvas, itself.

  • The scenario I want to look at is as follows.

  • I have a canvas, and I have some mover on the canvas,

  • a particle somewhere.

  • Let's just position it in the center.

  • Let's say this is 600 by 400.

  • It's not exactly drawn to scale, but close enough.

  • So this is 300 comma 200.

  • Then I have the mouse.

  • I'm moving my mouse around somewhere.

  • And let's say I have the mouse over here.

  • I'm going to try to draw a mouse arrow.

  • And we'll call this location 580 comma 20.

  • What I'm looking to do is figure out

  • how do I calculate, if I know this position

  • and this position, a vector that points from one to the other.

  • If I want this particular particle

  • to accelerate towards the mouse, how

  • do I calculate this particular vector?

  • Call it V. Well, when I say calculate the vector, what

  • I'm really looking for is the x component and the y component.

  • So v dot x equals what?

  • 580 minus 300.

  • So 580 minus 300, that's 280.

  • v dot y equals 200 minus 20.

  • This length is 180.

  • So this vector is 280 comma 180.

  • What mathematical operation did I just do, here?

  • I have two vectors, really.

  • I have this vector, which I'll call position.

  • And I have this vector, which I'll call mouse.

  • What I did is I said mouse minus position

  • gives me v. v equals mouse minus position.

  • Let's confirm that this really works, the subtract operation,

  • by diagramming this.

  • So if I take this mouse vector that's

  • pointing from 0 to this location, 580 comma 200,

  • and I draw that down here, this is not exactly right.

  • But I just sort of duplicate this, here.

  • If I were to add, if I were to say plus position,

  • I'd put these vectors end to end.

  • So we'd take this vector and put it over here.

  • I'm about to go out of your range of view,

  • so I'll just draw a little bit shorter.

  • But this is the idea.

  • Mouse plus position would give me this vector.

  • Mouse plus position.

  • But I want to say mouse minus position.

  • So that's taking this position vector

  • and pointing it in the opposite direction.

  • This is minus position.

  • So mouse minus position is this vector, v, right here.

  • And you can see that matches up with that.

  • So this example is drawing random vectors

  • that emanate from the center.

  • Let's try that math operation.

  • I'm going to actually get rid of all this.

  • And I'm going to say position equals

  • createVector, the center of 200, 200.

  • Mouse equals createVector, mouseX, mouseY.

  • And then v is--

  • to do this subtraction, mouse minus position

  • and store it in a new vector, I need a static function!

  • That's what the previous video is about.

  • So I can say p5 dot Vector dot subtract mouse minus position.

  • And actually, let me put the translate back,

  • because I want to draw everything

  • relative to the center.

  • Oh, look at that.

  • I still have the funny background thing,

  • which I'll keep.

  • So no matter where I move the mouse,

  • I now have a vector that points from the center to where

  • the mouse is.

  • Now, certainly, this visualization

  • could have been created just by calling the line function

  • and saying line 200, 200, mouseX, mouseY.

  • But the reason why I'm doing it this way,

  • through vector subtraction, is to show you

  • about the normalize function and what kind of power that

  • unlocks.

  • Let's say that I have a collection of vectors.

  • Let me draw five of them, all random directions, all varying

  • lengths.

  • Those are my five vectors.

  • The process of normalization, which

  • is executed with the normalize function in P5.js

  • is to take any vector of any length and any direction

  • and make it into a unit vector.

  • A unit vector is one where the magnitude of the length is 1.

  • So let's just establish that this is approximately length 1

  • in terms of this arbitrary, two dimensional space I'm

  • working with.

  • So this vector normalized would be this vector.

  • This vector normalized would be this vector.

  • This vector is less than 1, so normalizing it would actually

  • be to grow it.

  • It would be this vector.

  • This vector would be this vector,

  • and this vector would be this vector.

  • Now, of course, I would draw these exactly right.

  • But this is the idea.

  • All of these are normalized versions of these.

  • And you could think of the term normalized

  • as making all these vectors into a normal vector, normal being,

  • well, a normal vector is length 1.

  • Otherwise, it's some wacky, crazy, insane vector

  • with a much longer length.

  • It's basically having a standard.

  • By the way, in vector notation, a vector

  • is typically written like vector v with an arrow on top.

  • The unit vector is often written as vector v

  • with the hat or carrot on top.

  • So this would be a unit vector v or any given vector

  • v. So if I come back to this example, here,

  • one of the things we could look at is

  • I could say v dot normalize.

  • What does that do?

  • Well, it makes the vector length 1,

  • so I could just keep zooming into this.

  • I'm drawing something of pixel length 1.

  • So how does the math for normalize work?

  • Luckily, for us, we can just call normalize in P5.

  • But this is a moment for us to take a little time

  • to look at the math for that.

  • Well, before we can look at the math for normalize,

  • we actually should look for the math

  • at another function called mag.

  • And mag is a function that returns

  • the magnitude of a vector.

  • So it returns the scale or length of any given vector,

  • that magnitude itself.

  • So one thing that I could do here

  • that could demonstrate this is let me take the background

  • and draw it in Draw.

  • Run this again, and I guess I will make this much brighter.

  • So now, I've just got this line pointing to the mouse,

  • and I'm going to ask for the magnitude.

  • So that is now getting the magnitude of that.

  • And actually, let's just console log it.

  • So you can see, this console log,

  • down here, is giving me the magnitude of the vector itself.

  • As I move the mouse closer to the center,

  • you can see it's always a positive number, because it's

  • the length of it, no matter what direction it's pointing in.

  • I could try something interesting,

  • like I could say, oh, let's make the background color associated

  • with the magnitude.

  • So now, you can see the closer the mouse gets to the center,

  • the brighter the background is.

  • It's sort of an interesting interaction

  • that you could play with.

  • And the reason why this magnitude value is so important

  • is it plays a fundamental role in how a vector is normalized.

  • Let's say I take this vector, and this is the magnitude, m,

  • and this is the x component and the y component.

  • Well, another way I could draw this diagram

  • is like this, a right triangle with a, b, and c.

  • And if you've ever seen this kind of diagramming

  • in a geometry context, you might have

  • seen it paired with something called the Pythagorean theorem.

  • The Pythagorean theorem states that a squared plus b squared

  • equals c squared, or c equals the square root of a squared

  • plus b squared.

  • And in fact, that is exactly how the magnitude is calculated.

  • So when the mag function is called on a vector, v dot mag,

  • it takes the square root of the x component squared

  • plus the y component squared, and that gives you

  • that magnitude.

  • Now that I understand how magnitude is calculated,

  • I'm ready to look at how normalization works.

  • Let's use the 3, 4, 5 triangle as our starting point.

  • So once I have a vector, its components are 4 and 3.

  • We know that the magnitude now equals the square root of 4

  • squared plus 3 squared, which is 16 plus 9, which is 25,

  • the square root of which is 5.

  • So the magnitude is 5.

  • You can see how this math for calculating the magnitude, now,

  • works out.

  • If I wanted to normalize this vector,

  • that means I want to shrink this length, which is 5, down to 1.

  • So it turns out, if I'm taking a vector

  • and normalizing its length down to 1 or up to 1, 5 divided by 5

  • is 1.

  • I can actually just take the x and y components

  • and divide by the magnitude.

  • So this length, right here, is actually 3/5.

  • And this length, right here, is actually 4/5.

  • And that's how you normalize a vector, by dividing it

  • by its magnitude.

  • So removing this background little digression,

  • I can now actually normalize v by saying

  • v dot divide, div for divide, a vector by its magnitude.

  • So if I do that, wait a second.

  • Well, there it is.

  • You can see, no matter where I put the mouse,

  • I have this nice vector of length 1.

  • But maybe what I should do is then

  • scale it up by something like 50, multiplying it.

  • And look at this.

  • So now, I have this multi-step process

  • to make a vector that points in a given direction with a fixed

  • length.

  • I have some vector that I've calculated, call it v.

  • And the first thing I do is I call v dot mag, which

  • gives me the magnitude.

  • Maybe it's 100.

  • So the length is 100.

  • Then what I want to do is normalize the vector.

  • I want the vector to be that same vector, but of length 1.

  • So I can say v dot divide by that magnitude or 100.

  • That takes this vector and shrinks it down to here.

  • Then I want to scale it up by some amount, like 50.

  • And that will then scale it back up to a higher length of 50.

  • So this is my multi-step process,

  • but this is with all of this math.

  • And in fact, instead of calculating the magnitude

  • and dividing by the magnitude, I can just, instead, call--

  • it's such a common operation--

  • v dot normalize.

  • So v dot normalize is the act of taking any vector

  • and shrinking it to length 1.

  • I did a terrible job of drawing these in the same direction,

  • but hopefully, you get the idea.

  • So now, I can simplify this by commenting these out and just

  • changing this to v dot normalize.

  • And we've got the same exact result. But guess what?

  • v dot normalize, v dot multiply times 50,

  • is also such a common operation--

  • like I want this vector in this direction,

  • but I just want it to be this magnitude--

  • that, in fact, I can even take these

  • and just call v dot setMag 50.

  • So this function, v dot set the magnitude of a vector,

  • is the process of normalizing it down to length 1

  • and then scaling it to a particular magnitude,

  • in this case, arbitrarily, 50.

  • And the process of normalizing is calculating the magnitude

  • and dividing by that magnitude.

  • And we should see this is the same result.

  • Incidentally, it's worth pointing out

  • that I could actually go and confirm this

  • by looking in the P5 source code, itself.

  • So this is the source code for the P5 vector object, itself.

  • And there's a normalize function,

  • which what does it do?

  • It calculates the magnitude.

  • And as long as the magnitude isn't 0--

  • because you can't divide by 0--

  • then it multiplies by 1 divided by length, which is

  • the same as dividing by length.

  • So that is the normalize function.

  • I could even look at the setMagnitude function

  • and see that it's normalize the vector

  • and then multiply it by some quantity, n.

  • In fact, you can see here that's something that I'm not doing

  • is chaining.

  • So a lot of these math operations on vectors

  • can be chained, meaning I can say normalize, multiply.

  • And by that, I mean these two operations, v dot normalize,

  • v dot multiply could be written as v Dot normalize dot multiply

  • 50.

  • So once again, we now see there are

  • so many different ways to do the same exact thing.

  • But hopefully, this is giving you

  • a better picture of what vector math operations do,

  • how they work, and how you might choose between static functions

  • versus instance functions, and how

  • you might manipulate vectors by using

  • these mathematical operations.

  • So I think this truly is the penultimate video

  • in the chapter on vectors, because we're now

  • ready to take this idea of calculating a vector that

  • points to the mouse and apply it as an acceleration to an object

  • and see what happens.

  • So that's coming in the next video!

  • See you there.

  • [MUSIC PLAYING]

[BELL DING]

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