Created
November 18, 2013 06:04
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Vectors are fun
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<canvas></canvas> | |
<script> | |
var L, M, Vect, v; | |
M = { | |
TAU: Math.PI * 2, | |
vary: function(amt) { | |
return 2 * amt * (Math.random() - 0.5); | |
}, | |
rand: function(amt) { | |
return amt * Math.random(); | |
}, | |
randInt: function(amt) { | |
return Math.floor(rand(amt)); | |
}, | |
lerp: function(t, from, to) { | |
return t * to + (1 - t) * from; | |
}, | |
sq: function(x) { | |
return x * x; | |
}, | |
cube: function(x) { | |
return x * x * x; | |
} | |
}; | |
Vect = function(x, y) { | |
this.x = x; | |
this.y = y; | |
}; | |
Vect.prototype.len = function() { | |
return Math.sqrt(M.sq(this.x) + M.sq(this.y)); | |
}; | |
Vect.prototype.len2 = function() { | |
return M.sq(this.x) + M.sq(this.y); | |
}; | |
Vect.prototype.angle = function() { | |
return Math.atan2(this.y, this.x); | |
}; | |
Vect.prototype.toString = function() { | |
return [this.x, this.y].join(','); | |
}; | |
v = function(x, y) { | |
if (x instanceof Array) { | |
return new Vect(x[0], x[1]); | |
} else if (y == null) { | |
return new Vect(x.x, x.y); | |
} else { | |
return new Vect(x, y); | |
} | |
}; | |
v.rotate = function(v1, v2) { | |
return v(v1.x * v2.x - v1.y * v2.y, v1.x * v2.y + v1.y * v2.x); | |
}; | |
v.forAngle = function(a) { | |
return v(Math.cos(a), Math.sin(a)); | |
}; | |
v.add = function(v1, v2) { | |
return v(v1.x + v2.x, v1.y + v2.y); | |
}; | |
v.sub = function(v1, v2) { | |
return v(v1.x - v2.x, v1.y - v2.y); | |
}; | |
v.mul = function(v1, s) { | |
return v(v1.x * s, v1.y * s); | |
}; | |
v.div = function(v1, s) { | |
return v(v1.x / s, v1.y / s); | |
}; | |
v.dot = function(v1, v2) { | |
return v1.x * v2.x + v1.y * v2.y; | |
}; | |
v.lerp = function(t, v1, v2) { | |
return v(M.lerp(t, v1.x, v2.x), M.lerp(t, v1.y, v2.y)); | |
}; | |
v.eq = function(v1, v2) { | |
return v1.x === v2.x && v1.y === v2.y; | |
}; | |
v.map = function(f, v1) { | |
return v(f(v1.x), f(v1.y)); | |
}; | |
v.reduce = function(f, v1) { | |
return f(v1.x, v1.y); | |
}; | |
v.rotateBy = function(v1, a) { | |
return v.rotate(v1, v.forAngle(a)); | |
}; | |
v.dist = function(v1, v2) { | |
return (v.sub(v1, v2)).len(); | |
}; | |
v.dist2 = function(v1, v2) { | |
return (v.sub(v1, v2)).len2(); | |
}; | |
v.unit = function(v1) { | |
var len; | |
len = v1.len(); | |
return v(v1.x / len, v1.y / len); | |
}; | |
var canvas = document.getElementsByTagName("canvas")[0]; | |
canvas.width = 1024; | |
canvas.height = 768; | |
var ctx = canvas.getContext('2d'); | |
// point A and B of the line | |
var pointA = v(100, 200); | |
var pointB = v(400, 400); | |
// unit vector representing the line | |
var lineVector = v.unit(v.sub(pointB, pointA)); | |
// the perpendicular unit vector | |
var perp = v(lineVector.y, -lineVector.x); | |
// distance offset | |
var d = 120; | |
// pointC is distance d along the line from pointB | |
var pointC = v.add(pointB, v.mul(lineVector, d)); | |
// find the midpoint of A and B | |
var midPoint = v.lerp(0.5, pointA, pointB); | |
// move distance d along the perpendicular from midpoint | |
var perpendicularPoint = v.add(midPoint, v.mul(perp, d)); | |
ctx.beginPath(); | |
ctx.moveTo(pointA.x, pointA.y); | |
ctx.lineTo(pointB.x, pointB.y); | |
ctx.stroke(); | |
ctx.lineWidth = 4; | |
ctx.beginPath(); | |
ctx.moveTo(pointB.x, pointB.y); | |
ctx.lineTo(pointC.x, pointC.y); | |
ctx.stroke(); | |
ctx.lineWidth = 3; | |
ctx.beginPath(); | |
ctx.moveTo(midPoint.x, midPoint.y); | |
ctx.lineTo(perpendicularPoint.x, perpendicularPoint.y); | |
ctx.stroke(); | |
</script> |
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