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Vector projection and rejection

Projecting vector A onto vector B yields a new vector that has the length of A in the direction of B. A good way to visualize vector projection is to imagine that vector A is casting a shadow onto vector B, as shown:

Figure 2.6: Vector A casting a shadow onto vector B

Figure 2.6: Vector A casting a shadow onto vector B

To calculate the projection of A onto B (projB A), vector A must be broken down into parallel and perpendicular components with respect to vector B. The parallel component is the length of A in the direction of B—this is the projection. The perpendicular component is the parallel component subtracted from A—this is the rejection:

Figure 2.7: Vector projection and rejection showing parallel and perpendicular vectors

Figure 2.7: Vector projection and rejection showing parallel and perpendicular vectors

If the vector that is being projected onto (in this example, vector B) is a normal vector, then finding the length of A in the direction of B is a simple dot product between A and B. However, if neither input vector is normalized, the dot product needs to be divided by the length of vector B (the vector being projected onto).

Now that the parallel component of A with respect to B is known, vector B can be scaled by this component. Again, if B wasn't of unit length, the result will need to be divided by the length of vector B.

Rejection is the opposite of projection. To find the rejection of A onto B, subtract the projection of A onto B from vector A:

  1. Implement the project function in vec3.cpp. Don't forget to add the function declaration to vec3.h:

    vec3 project(const vec3 &a, const vec3 &b) {

        float magBSq = len(b);

        if (magBSq < VEC3_EPSILON) {

            return vec3();

        }

        float scale = dot(a, b) / magBSq;

        return b * scale;

    }

  2. Implement the reject function in vec3.cpp. Don't forget to declare this function in vec3.h:

    vec3 reject(const vec3 &a, const vec3 &b) {

        vec3 projection = project(a, b);

        return a - projection;

    }

Vector projection and rejection are generally used for gameplay programming. It is important that they are implemented in a robust vector library.

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