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var Vector = function(x, y) { | |
this.x = x || 0; | |
this.y = y || 0; | |
}; | |
// return the angle of the vector in radians | |
Vector.prototype.getDirection = function() { | |
return Math.atan2(this.y, this.x); | |
}; | |
// set the direction of the vector in radians | |
Vector.prototype.setDirection = function(direction) { | |
var magnitude = this.getMagnitude(); | |
this.x = Math.cos(angle) * magnitude; | |
this.y = Math.sin(angle) * magnitude; | |
}; | |
// get the magnitude of the vector | |
Vector.prototype.getMagnitude = function() { | |
// use pythagoras theorem to work out the magnitude of the vector | |
return Math.sqrt(this.x * this.x + this.y * this.y); | |
}; | |
// set the magnitude of the vector | |
Vector.prototype.setMagnitude = function(magnitude) { | |
var direction = this.getDirection(); | |
this.x = Math.cos(direction) * magnitude; | |
this.y = Math.sin(direction) * magnitude; | |
}; | |
// add two vectors together and return a new one | |
Vector.prototype.add = function(v2) { | |
return new Vector(this.x + v2.x, this.y + v2.y); | |
}; | |
// add a vector to this one | |
Vector.prototype.addTo = function(v2) { | |
this.x += v2.x; | |
this.y += v2.y; | |
}; | |
// subtract two vectors and reutn a new one | |
Vector.prototype.subtract = function(v2) { | |
return new Vector(this.x - v2.x, this.y - v2.y); | |
}; | |
// subtract a vector from this one | |
Vector.prototype.subtractFrom = function(v2) { | |
this.x -= v2.x; | |
this.y -= v2.y; | |
}; | |
// multiply this vector by a scalar and return a new one | |
Vector.prototype.multiply = function(scalar) { | |
return new Vector(this.x * scalar, this.y * scalar); | |
}; | |
// multiply this vector by the scalar | |
Vector.prototype.multiplyBy = function(scalar) { | |
this.x *= scalar; | |
this.y *= scalar; | |
}; | |
// scale this vector by scalar and return a new vector | |
Vector.prototype.divide = function(scalar) { | |
return new Vector(this.x / scalar, this.y / scalar); | |
}; | |
// scale this vector by scalar | |
Vector.prototype.divideBy = function(scalar) { | |
this.x /= scalar; | |
this.y /= scalar; | |
}; | |
// Aliases | |
Vector.prototype.getLength = Vector.prototype.getMagnitude; | |
Vector.prototype.setLength = Vector.prototype.setMagnitude; | |
Vector.prototype.getAngle = Vector.prototype.getDirection; | |
Vector.prototype.setAngle = Vector.prototype.setDirection; | |
// Utilities | |
Vector.prototype.copy = function() { | |
return new Vector(this.x, this.y); | |
}; | |
Vector.prototype.toString = function() { | |
return 'x: ' + this.x + ', y: ' + this.y; | |
}; | |
Vector.prototype.toArray = function() { | |
return [this.x, this.y]; | |
}; | |
Vector.prototype.toObject = function() { | |
return {x: this.x, y: this.y}; | |
}; | |
// To add | |
// Scale | |
// Normalise | |
// Dot? |
//reposted together
//And Fixed as y'all Lazy
//Setuo Vector Function
var Vector = function(x, y) {this.x = x || 0;this.y = y || 0;};
// return the angle of the vector in radians
Vector.prototype.getDirection = function() {return Math.atan2(this.y, this.x);};
// set the direction of the vector in radians
Vector.prototype.setDirection = function(angle) {var magnitude = this.getMagnitude(); this.x = Math.cos(angle) * magnitude; this.y = Math.sin(angle) * magnitude;};
// get the magnitude of the vector
// use pythagoras theorem to work out the magnitude of the vector
Vector.prototype.getMagnitude = function() {return Math.sqrt(this.x * this.x + this.y * this.y);};
// set the magnitude of the vector
Vector.prototype.setMagnitude = function(magnitude) { var direction = this.getDirection(); this.x = Math.cos(direction) * magnitude; this.y = Math.sin(direction) * magnitude;};
// add two vectors together and return a new one
Vector.prototype.add = function(v2) {return new Vector(this.x + v2.x, this.y + v2.y);};
// add a vector to this one
Vector.prototype.addTo = function(v2) {this.x += v2.x; this.y += v2.y;};
// subtract two vectors and reutn a new one
Vector.prototype.subtract = function(v2) {return new Vector(this.x - v2.x, this.y - v2.y);};
// subtract a vector from this one
Vector.prototype.subtractFrom = function(v2) { this.x -= v2.x; this.y -= v2.y;};
// multiply this vector by a scalar and return a new one
Vector.prototype.multiply = function(scalar) {return new Vector(this.x * scalar, this.y * scalar);};
// multiply this vector by the scalar
Vector.prototype.multiplyBy = function(scalar) {this.x *= scalar; this.y *= scalar;};
// scale this vector by scalar and return a new vector
Vector.prototype.divide = function(scalar) { return new Vector(this.x / scalar, this.y / scalar);};
// scale this vector by scalar
Vector.prototype.divideBy = function(scalar) { this.x /= scalar; this.y /= scalar;};
// Aliases
Vector.prototype.getLength = Vector.prototype.getMagnitude;
Vector.prototype.setLength = Vector.prototype.setMagnitude;
Vector.prototype.getAngle = Vector.prototype.getDirection;
Vector.prototype.setAngle = Vector.prototype.setDirection;
// Utilities
Vector.prototype.copy = function() {return new Vector(this.x, this.y);};
Vector.prototype.toString = function() { return 'x: ' + this.x + ', y: ' + this.y;};
Vector.prototype.toArray = function() { return [this.x, this.y];};
Vector.prototype.toObject = function() { return {x: this.x, y: this.y};};
// dot product of two vectors
Vector.prototype.dotProduct = function(v2) { return this.x * v2.x + this.y *v2.y;}
// normalize a given vector
Vector.prototype.normalize = function(){return new Vector(this.x/(Math.sqrt(this.x * this.x + this.y * this.y)), this.y/(Math.sqrt(this.x * this.x + this.y * this.y)));}
// To add
// Scale
class Vector{
/**
* Initializes a new vector.
* @param {Number|vector} x Initial value of x (can be number or vector).
* @param {Number|null} y Initial value of y.
*/
constructor(x, y){
if(x instanceof Vector){
this.x = x.x;
this.y = x.y
}else{
this.x = x;
this.y = y;
}
}
/**
* Changes the digit count after the decimal point.
* @param {Number} digits Number of digits to appear after decimal point.
* @returns The vector.
*/
ToFixed(digits){this.x=parseFloat(this.x.toFixed(digits));this.y=parseFloat(this.y.toFixed(digits));return this;}
/**
* Floors the vector.
* @returns The vector.
*/
Floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this;}
/**
* Clamps a vector to the given values.
* @param {Number} min Minimal inclusive number.
* @param {Number} max Max inclusive number.
* @returns The vector.
*/
Clamp(min, max){this.x=Math.min(Math.max(this.x, min), max);this.y=Math.min(Math.max(this.y, min), max);return this;}
/**
* Clamps a vector to the given values.
* @param {Number} xMin Min inclusive number on x axis.
* @param {Number} xMax Max inclusive number on x axis.
* @param {Number} yMin Min inclusive number on y axis.
* @param {Number} yMax Max inclusive number on y axis.
* @returns The vector.
*/
ClampXY(xMin, xMax, yMin, yMax){this.x=Math.min(Math.max(this.x, xMin), xMax);this.y=Math.min(Math.max(this.y, yMin), yMax);return this;}
/**
* Clamps a vector by another vector.
* @param {Vector} clampX Vector to clamp x by. (Vector.x will be the Min and Vector.y will be the Max value).
* @param {Vector} clampY Vector to clamp y by. (Vector.x will be the Min and Vector.y will be the Max value).
* @returns The vector.
*/
ClampWithVector(clampX, clampY){this.x=Math.min(Math.max(this.x, clampX.x), clampX.y);this.y=Math.min(Math.max(this.y, clampY.x), clampY.y);return this;}
/**
* Adds to vector by given vector.
* @param {vector} vector Vector values to add to original.
* @returns The vector.
*/
AddVector(vector){this.x+=vector.x;this.y+=vector.y;return this;}
/**
* Adds to vector by given amount.
* @param {Number} amount Amount to add to original.
* @returns The vector.
*/
Add(amount){this.x+=amount;this.y+=amount;return this;}
/**
* Subtracts vector by given vector.
* @param {vector} vector Vector to subtract to original.
* @returns The vector.
*/
SubtractVector(vector){this.x-=vector.x;this.y-=vector.y;return this;}
/**
* Subtracts vector by given amount.
* @param {Number} amount amount to subtracts from original.
* @returns The vector.
*/
Subtract(amount){this.x-=amount;this.y-=amount;return this;}
/**
* Multiplies vector by given vector.
* @param {vector} vector Vector to Multiply vector by.
* @returns The vector.
*/
MultiplyVector(vector){this.x*=vector.x;this.y*=vector.y;return this;}
/**
* Multiplies vector by given scalar.
* @param {Number} scalar Scalar to Multiply vector by.
* @returns The vector.
*/
Multiply(scalar){this.x*=scalar;this.y*=scalar;return this;}
/**
* Divides vector by given vector.
* @param {vector} vector Vector to divide vector by.
* @returns The vector.
*/
DivideVector(vector){this.x/=vector.x;this.y/=vector.y;return this;}
/**
* Divides vector by given scalar.
* @param {Number} scalar Scalar to divide vector by.
* @returns The vector.
*/
Divide(scalar){this.x/=scalar;this.y/=scalar;return this;}
/**
* Shorthand for writing `new Vector(0, 0)`.
* @returns The vector.
*/
Zero(){this.x=0;this.y=0;return this;}
/**
* Invert the values of a vector
* @returns The vector.
*/
Invert(){this.x=-this.x;this.y=-this.y;return this;}
static Floor(vector){return vector.Floor();}
static Clamp(vector, min, max){return vector.Clamp(min, max);}
static ClampXY(vector, xMin, xMax, yMin, yMax){return vector.ClampXY(xMin, xMax, yMin, yMax);}
static ClampWithVector(vector, clampX, clampY){return vector.ClampWithVector(clampX, clampY);}
static AddVector(vector1, vector2){return vector1.AddVector(vector2);}
static Add(vector, amount){return vector.add(amount);}
static SubtractVector(vector1, vector2){return vector1.SubtractVector(vector2);}
static Subtract(vector, amount){return vector.subtract(amount);}
static MultiplyVector(vector1, vector2){return vector1.MultiplyVector(vector2);}
static Multiply(vector, scalar){return vector.multiply(scalar);}
static DivideVector(vector1, vector2){return vector1.DivideVector(vector2);}
static Divide(vector, scalar){return vector.divide(scalar);}
static Zero(){return new Vector(0, 0);}
static Invert(vector){return vector.Invert();}
static ToFixed(vector, digits){return vector.ToFixed(digits);}
}
You can also put angleD directly in the function call
// return the angle of the vector in degrees
Vector.prototype.getDirectionD = function() {
return Math.atan2(this.y, this.x) * 180 / Math.PI;
};
// set the direction of the vector in degrees
Vector.prototype.setDirectionD = function(directionD) {
var angleD = directionD;
var magnitude = this.getMagnitude();
this.x = Math.cos(angleD * 180 / Math.PI) * magnitude;
this.y = Math.sin(angleD * 180 / Math.PI) * magnitude;
};