Created
January 9, 2023 07:42
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export class Vector2 { | |
protected _x: number | |
protected _y: number | |
constructor(x: number, y: number) { | |
this._x = x || 0 | |
this._y = y || 0 | |
} | |
get x(): number { | |
return this._x | |
} | |
set x(x: number) { | |
this._x = x | |
} | |
get y(): number { | |
return this._y | |
} | |
set y(y: number) { | |
this._y = y | |
} | |
add(vector: Vector2) { | |
return new Vector2(this.x + vector.x, this.y + vector.y); | |
} | |
subtract(vector: Vector2) { | |
return new Vector2(this.x - vector.x, this.y - vector.y); | |
} | |
multiply(vector: Vector2) { | |
return new Vector2(this.x * vector.x, this.y * vector.y); | |
} | |
scale(scalar: number) { | |
return new Vector2(this.x * scalar, this.y * scalar); | |
} | |
dot(vector: Vector2) { | |
return (this.x * vector.x + this.y + vector.y); | |
} | |
moveTowards(vector: Vector2, time: number) { | |
// Linearly interpolates between vectors A and B by t. | |
// t = 0 returns A, t = 1 returns B | |
time = Math.min(time, 1); // still allow negative t | |
const diff = vector.subtract(this); | |
return this.add(diff.scale(time)); | |
} | |
magnitude() { | |
return Math.sqrt(this.magnitudeSqr()); | |
} | |
magnitudeSqr() { | |
return (this.x * this.x + this.y * this.y); | |
} | |
distance(vector: Vector2) { | |
return Math.sqrt(this.distanceSqr(vector)); | |
} | |
distanceSqr(vector: Vector2) { | |
const deltaX = this.x - vector.x; | |
const deltaY = this.y - vector.y; | |
return (deltaX * deltaX + deltaY * deltaY); | |
} | |
normalize() { | |
const mag = this.magnitude(); | |
const vector = this.clone(); | |
if(Math.abs(mag) < 1e-9) { | |
vector.x = 0; | |
vector.y = 0; | |
} else { | |
vector.x /= mag; | |
vector.y /= mag; | |
} | |
return vector; | |
} | |
clone() { | |
return new Vector2(this.x, this.y) | |
} | |
angle() { | |
return Math.atan2(this.y, this.x); | |
} | |
rotate(alpha: number) { | |
const cos = Math.cos(alpha); | |
const sin = Math.sin(alpha); | |
const vector = new Vector2(0, 0); | |
vector.x = this.x * cos - this.y * sin; | |
vector.y = this.x * sin + this.y * cos; | |
return vector; | |
} | |
toPrecision(precision: number) { | |
const vector = this.clone(); | |
vector.x = Number(vector.x.toFixed(precision)); | |
vector.y = Number(vector.y.toFixed(precision)); | |
return vector; | |
} | |
toString() { | |
const vector = this.toPrecision(1); | |
return ('[' + vector.x + '; ' + vector.y + ']'); | |
} | |
toSvgString() { | |
const vector = this.toPrecision(1); | |
return (vector.x + ',' + vector.y); | |
} | |
} |
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