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January 21, 2022 15:27
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JavaScript 2D Vector Class
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/* | |
Simple 2D JavaScript Vector Class | |
Hacked from evanw's lightgl.js | |
https://github.com/evanw/lightgl.js/blob/master/src/vector.js | |
*/ | |
function Vector(x, y) { | |
this.x = x || 0; | |
this.y = y || 0; | |
} | |
/* INSTANCE METHODS */ | |
Vector.prototype = { | |
negative: function() { | |
this.x = -this.x; | |
this.y = -this.y; | |
return this; | |
}, | |
add: function(v) { | |
if (v instanceof Vector) { | |
this.x += v.x; | |
this.y += v.y; | |
} else { | |
this.x += v; | |
this.y += v; | |
} | |
return this; | |
}, | |
subtract: function(v) { | |
if (v instanceof Vector) { | |
this.x -= v.x; | |
this.y -= v.y; | |
} else { | |
this.x -= v; | |
this.y -= v; | |
} | |
return this; | |
}, | |
multiply: function(v) { | |
if (v instanceof Vector) { | |
this.x *= v.x; | |
this.y *= v.y; | |
} else { | |
this.x *= v; | |
this.y *= v; | |
} | |
return this; | |
}, | |
divide: function(v) { | |
if (v instanceof Vector) { | |
if(v.x != 0) this.x /= v.x; | |
if(v.y != 0) this.y /= v.y; | |
} else { | |
if(v != 0) { | |
this.x /= v; | |
this.y /= v; | |
} | |
} | |
return this; | |
}, | |
equals: function(v) { | |
return this.x == v.x && this.y == v.y; | |
}, | |
dot: function(v) { | |
return this.x * v.x + this.y * v.y; | |
}, | |
cross: function(v) { | |
return this.x * v.y - this.y * v.x | |
}, | |
length: function() { | |
return Math.sqrt(this.dot(this)); | |
}, | |
normalize: function() { | |
return this.divide(this.length()); | |
}, | |
min: function() { | |
return Math.min(this.x, this.y); | |
}, | |
max: function() { | |
return Math.max(this.x, this.y); | |
}, | |
toAngles: function() { | |
return -Math.atan2(-this.y, this.x); | |
}, | |
angleTo: function(a) { | |
return Math.acos(this.dot(a) / (this.length() * a.length())); | |
}, | |
toArray: function(n) { | |
return [this.x, this.y].slice(0, n || 2); | |
}, | |
clone: function() { | |
return new Vector(this.x, this.y); | |
}, | |
set: function(x, y) { | |
this.x = x; this.y = y; | |
return this; | |
} | |
}; | |
/* STATIC METHODS */ | |
Vector.negative = function(v) { | |
return new Vector(-v.x, -v.y); | |
}; | |
Vector.add = function(a, b) { | |
if (b instanceof Vector) return new Vector(a.x + b.x, a.y + b.y); | |
else return new Vector(a.x + b, a.y + b); | |
}; | |
Vector.subtract = function(a, b) { | |
if (b instanceof Vector) return new Vector(a.x - b.x, a.y - b.y); | |
else return new Vector(a.x - b, a.y - b); | |
}; | |
Vector.multiply = function(a, b) { | |
if (b instanceof Vector) return new Vector(a.x * b.x, a.y * b.y); | |
else return new Vector(a.x * b, a.y * b); | |
}; | |
Vector.divide = function(a, b) { | |
if (b instanceof Vector) return new Vector(a.x / b.x, a.y / b.y); | |
else return new Vector(a.x / b, a.y / b); | |
}; | |
Vector.equals = function(a, b) { | |
return a.x == b.x && a.y == b.y; | |
}; | |
Vector.dot = function(a, b) { | |
return a.x * b.x + a.y * b.y; | |
}; | |
Vector.cross = function(a, b) { | |
return a.x * b.y - a.y * b.x; | |
}; |
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